Draconomicon
The Apocrypha
This series of tomes catalogs all of my various homebrew content into a series of documents based on type. Each book in the series separates everything into an easily digestible format for everyone to enjoy. Single document content will still be made, however they will also now be added to the proper apocrypha. Each document in the apocrypha can be linked to one another. For instance, spells in the Shadowheart Apocrypha: Spells document will have spell lists for homebrew classes found in Shadowheart Apocrypha: Classes.
In the end, the Shadowheart Apocrypha is a series designed to decrease the amount of clutter one has to go through when making a 5th edition character. So instead of opening a dozen different documents all made by me just to get one character done, you can open only the ones you need, with everything in the right place to begin with.
The Apocrypha Archives
You can find all the current tomes within the Shadowheart Apocrypha in the link below.
Table of Contents
Races
Dragonettes (Pg. 3)
Dragon Wyrmling (Pg. 4)
Classes
Dracolyte (Pg. 10)
Dracomancer (Pg. 20)
The Great Wyrm (pg. 38)
Archetypes
Barbarian (Pg. 61)
Bard (Pg. 62)
Cleric (Pg. 63)
Druid (Pg. 64)
Fighter Remastered (Pg. 65)
Monk (Pg. 66)
Ranger (Pg. 67)
Rogue (Pg. 68)
Warlock Reignited (Pg. 69)
Wizard (Pg. 70)
Feats (Pg. 71)
Spells (Pg. 72)
Items (Pg. 78)
Bestiary (Pg. 79)
Lore
Reapers of Sardior (Pg. 83)
Star Dragons & The Five Ancients (pg. 84)
Races
Dragonettes
Dragonettes are a bipedal race of sentient dragonfolk. Unlike half dragons and dragonborn, these draconic people are not inherently linked to a specific lineage of dragons and are more akin to a 'draconic lizardfolk.' What they lack in the elemental resistances and breath weapons of the other dragon lineages, they make up for in the raw physical prowess of dragons- sporting wings tails, and often appendages such as sharper teeth, claws, and horns. They do however lack the powerful scales of dragons and generally sport full heads of hair in lieu of scales or tendrils.
Born from Greatness
Dragonette's were the dragon god Ezrohir's final experiment before entering his great slumber. It was an attempt to make a race of natural born ascendants that were a mix of human and dragon DNA. The experiment was both a success and a failure. He succeeded in creating a race of "half dragons," but there were however several issues with the attempts to make them natural born ascendants.
A dragonette is born when someone else in the multiverse ascends. When this occurs, the dragonette is genetically a 98% match of the one who ascended, with the differences being they are always the opposite gender and they are a dragonette regardless of the race the one who ascended.
Dual Personalities
A dragonette's personality largely their own, but is influenced by the ascendant that gave them life. For instance if the dragonette and the ascendant go through something traumatic, the two will take away the same lessons and their personality changes from the event will mirror each other. A dragonette that has entirely different life experiences from the ascendant might only share a few things in common, if anything at all. Dragonette's also share the same kind of magic that their ascendant is skilled in, though they may never realize this. This is because dragonettes can't use magic on their home plane.
An ascendant coming into contact with their dragonette can be considered a wonderful thing or a catastrophe depending on the point of view. Because the soul of Dragonette's and their ascendant are on the exact same magical wave length, the two are inexplicably drawn to one another in various ways. They might see each other as romantic partners, siblings, or even as a parent-child relationship. A dragonette who hangs around their ascendant for extended periods of time will start to adopt more of their personalities and mannerisms until the two seem almost like the same person outside of the dragonette's own unique quirks.
Dragonette Traits
You have the following racial traits.
Creature Type. You are a Dragon.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Draconic Wings. You have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn. You can't use this flying speed if you're wearing heavy armor.
Dragon's Tail. As a bonus action, you can force a creature within 5 feet of you to make a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature is pushed back 5 feet.
Natural Weapons. Your body has several natural weapons that you can use in combat. Each one has a reach of 5 feet and uses your choice of Strength or Dexterity for its attack and damage rolls. Choose two of the following:
Bite. You have a fanged maw, on a hit it deals 1d8 + your choice of Strength or Dexterity modifier piercing damage.
Claws. Your fingers end in razor sharp claws, on a hit you deal 1d6 + your choice of Strength or Dexterity modifier slashing damage. If one of your hands is free, you can use your bonus action to make another attack with your claws.
Horns. Your head is adorned with thick horns, on a hit you deal 1d6 + your choice of Strength or Dexterity modifier bludgeoning damage and the target must make a saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature is knocked prone.
Tail. When a creature is pushed back by your Dragon's Tail feature, it also takes 1d6 + your choice of Strength or Dexterity modifier bludgeoning damage.
Not Super Lore Friendly
Of my original races, the Dragonettes are by far the race that is the least 'system agnostic.' With lore tied directly to my own settings and systems makes it a bit hard for people to just throw them into any given game. My best advice would be just treat them as unique dragonfolk that aren't dragonborn, like a kind of half dragon.
Dragon Wyrmling
Most true dragons can live for thousands of years, but every single one of them starts life out as a wyrmling. Even though wyrmlings are smaller and weaker than that of an adult, these little dragons are still a formidable force and will only become stronger as they age.
The average dragon remains a wyrmling anywhere from ten years to a number of decades. During this time they tend to hunt large animals and sometimes even people, as a wyrmling can stand as tall as 5 feet at their shoulder depending on the species. While they lack the frightful presence of an adult, a wyrmling has most other features of their adult forms, but merely weaker due to their young age.
Dragon Wyrmling Traits
As a wyrmling, you have the following traits
Creature Type. You are a dragon.
Size. As a wyrmling you stand between 4-5 feet tall at your shoulders, with a comparable wingspan and length. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Draconic Flight. Thanks to your wings, you have a flying speed of 30 feet. You can't use this flying speed if you're wearing heavy armor.
Darkvision. 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 color in darkness, only shades of gray.
Languages. You can speak read, and write common and draconic.
Natural Weapons. You have a powerful bite and vicious claws, these are natural weapons that count as unarmed strikes for you. Each one has a reach of 5 feet Your bite attack deals 1d6 + your Strength modifier piercing damage, and your claw attack deals 1d6 + your Dexterity modifier slashing damage.
Dragon Scales. The scales on your body provide ample protection. While you are not wearing armor your AC is equal to 8 + your Dexterity Modifier + your Constitution modifier.
Dragon's Wrath DC. Your innate draconic power can be harnessed and weaponized, such as with a breath weapon. When you use your power in this way, there is a special Saving Throw DC associated with it. Your Dragon's Wrath DC is equal to 8 + your Constitution modifier + your proficiency bonus.
Breath Weapon. As a true dragon, you have a powerful elemental breath weapon. The damage type, saving throw, and shape of your breath weapon is determined by your subrace. The damage of your breath weapon is 2d6. Whenever your proficiency bonus increases, the damage of your breath weapon increases by 1d6. You can use your breath weapon a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Subraces. When you choose this race, choose one of the subraces listed below.
Amethyst Dragon
Amethyst dragons are the mightiest of the gem dragons able to psionically manipulate the fundamental principles of the multiverse.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to force damage.
Singularity Breath. As an action, you creates a shining bead of gravitational force in your mouth, releasing the energy in a 15-foot cone. Each creature in the area must make a Strength saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 force damage, or half as much on a successful save.
Black Dragon
Black dragons are the most reviled of chromatic dragons, able to breath acid, they delight in the suffering of others.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to acid damage.
Acid Breath. As an action, you exhale acid in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 acid damage, or half as much on a successful save.
Blue Dragon
Blue dragons are vain and territorial, these lightning breathing dragons are patient and methodical when in combat.
Burrower. You gain a burrow speed equal to your walking speed.
Mimicry. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Dragon's Wrath DC.
Damage Immunity. You are immune to lightning damage.
Lightning Breath. As an action, you exhale lightning in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 lightning damage, or half as much on a successful save.
Brass Dragon
Brass dragon are the most gregarious of the true dragons, they crave conversation, sunlight, and hot, dry climates.
Burrower. You gain a burrow speed equal to your walking speed.
Mimicry. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Dragon's Wrath DC.
Damage Immunity. You are immune to fire damage.
Fire Breath. As an action, you exhale fire in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 fire damage, or half as much on a successful save.
Bronze Dragon
Bronze dragons are fascinated by warfare and eagerly join armies fighting for a just cause.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to lightning damage.
Lightning Breath. As an action, you exhale lightning in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 lightning damage, or half as much on a successful save.
Copper Dragon
Copper dragons are incorrigible pranksters, joke tellers, and riddlers that possess a covetous, miserly streak.
Climber. You gain a climb speed equal to your walking speed.
Prankster. You gain proficiency in the Deception and Performance skills.
Damage Immunity. You are immune to acid damage.
Acid Breath. As an action, you exhale acid in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 acid damage, or half as much on a successful save.
Crystal Dragon
Crystal dragons among the friendliest of dragonkind, nurturing and optimistic.
Climber. You gain a climb speed equal to your walking speed.
Inner Light. You learn the dancing lights cantrip.
Damage Immunity. You are immune to radiant damage.
Scintillating Breath. As an action, you exhale a burst of brilliant radiance in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 radiant damage, or half as much on a successful save.
Deep Dragon
Deep dragons are the nightmarish cousins of chromatic dragons that have ability to exhale magical spores that instill fear and scar the mind.
Burrower. You gain a burrow speed equal to your walking speed.
Frightening. Creatures have disadvantage on saving throws made against being frightened of you.
Damage Immunity. You are immune to psychic damage.
Nightmare Breath. As an action, you exhale a cloud of spores in a 15-foot cone. Each creature in the area must make a Wisdom saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 psychic damage, or half as much on a successful save.
Emerald Dragon
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient.
Burrower. You gain a burrow speed equal to your walking speed.
Tunneler You can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake.
Damage Immunity. You are immune to psychic damage.
Disorienting Breath. As an action, you exhale a wave of psychic dissonance in a 15-foot cone. Each creature in the area must make an Intelligence saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 psychic damage, or half as much on a successful save.
Gold Dragon
Gold dragons are the most powerful and majestic of the metallic dragons who are dedicated foes of evil.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to fire damage.
Fire Breath. As an action, you exhale fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 fire damage, or half as much on a successful save.
Green Dragon
Green dragons are the most cunning and treacherous of true dragons, they use misdirection and trickery to get the upper hand against their enemies.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to poison damage.
Poison Breath. As an action, you exhale poisonous gas in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 poison damage, or half as much on a successful save.
Lunar Dragon
Lunar dragons are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.
Burrower. You gain a burrow speed equal to your walking speed.
Tunneler You can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake.
Damage Immunity. You are immune to cold damage.
Cold Breath. As an action, you exhale a blast of frost in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 cold damage, or half as much on a successful save.
Moonstone Dragon
Moonstone dragons are graceful and elegant creatures who are playful and mischievous in their early years, but mature into wise teachers and storytellers.
Climber. You gain a Climb speed equal to your walking speed.
Feywild Denizen. You have advantage on saving throws made against being charmed.
Damage Immunity. You are immune to radiant damage.
Moonlight Breath. As an action, you exhale a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 radiant damage, or half as much on a successful save.
Red Dragon
Red dragons are the most covetous of the true dragons, they tirelessly seek to increase their treasure hoards.
Climber. You gain a climb speed equal to your walking speed.
Avarice. You know the identify spell and can cast it without the need for material components. You must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Damage Immunity. You are immune to fire damage.
Fire Breath. As an action, you exhale fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 fire damage, or half as much on a successful save.
Sapphire Dragon
Sapphire dragons are militant and territorial, preferring to assess threats first in order to devise the most advantageous approach to dealing with them.
Burrower. You gain a burrow speed equal to your walking speed.
Tunneler You can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake.
Damage Immunity. You are immune to thunder damage.
Debilitating Breath. As an action, you exhale a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 thunder damage, or half as much on a successful save.
Silver Dragon
Silver dragons are the friendliest and most social of the metallic dragons, they cheerfully assist good creatures in need.
Climber. You gain a climb speed equal to your walking speed.
Friendly Nature. You have proficiency in the Persuasion and Performance skills.
Damage Immunity. You are immune to cold damage.
Cold Breath. As an action, you exhale an icy blast in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 cold damage, or half as much on a successful save.
Solar Dragon
Solar dragons are born in the heart of a star. They divide their time outside their lair between patrolling territory and hunting for food.
Spaceflight. You can hover.
Nebulous Thoughts. Magical attempts to read your mind or glean your thoughts fail automatically.
Damage Immunity. You are immune to radiant damage.
Photonic Breath. As an action, you exhale a flashing mote of radiant energy that travels to a point the you can see within 30 feet of you, it then blossoms into a 10-foot-radius sphere centered on that point. Each creature in the sphere must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 radiant damage, or half as much on a successful save.
Solhalysis Dragon
Solhalysis dragons are highly intelligent with the ability to use psionics and fire beams of super heated plasma.
Climber. You gain a climb speed equal to your walking speed.
Solar Heat. A creature that hits you with an unarmed strike or natural weapon takes fire damage equal to your proficiency bonus.
Damage Immunity. You are immune to fire damage.
Plasma Breath. As an action, you exhale a beam of super heated plasma in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 fire damage, or half as much on a successful save.
Topaz Dragon
Topaz dragons are typically morbid and curmudgeonly that are fascinated with death an and entropy.
Swimmer. You gain a swim speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Damage Immunity. You are immune to necrotic damage.
Desiccating Breath. As an action, you exhale yellowish necrotic energy in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 necrotic damage, or half as much on a successful save.
White Dragon
White dragons are the smallest, least intelligent, and most animalistic of the chromatic dragons.
Swimmer. You gain a swim speed equal to your walking speed.
Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.
Damage Immunity. You are immune to cold damage.
Cold Breath. As an action, you exhale an icy blast in a 15-foot cone. Each creature in the area must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature takes 2d6 cold damage, or half as much on a successful save.
Classes
Dracolyte
A man steps into a tavern, his eyes glow with the power of ancient magic. The red cloak around him seems strange, curled around his front but connecting to his back. As he sits down, a drunk guard challenges him to a dual, hurling insults at the quiet new patron. The guard draws his sword and the man stands, unfurling his cloak into a pair of great red dragon wings. His hands burn with fire and his breath exhales embers. The guard stares slack jawed in awe before slinking away in defeat. The dracolyte curls his wings around him and sits once more.
In the midst of a castle siege, a platoon of strange black scaled humans approach a wall, and in unison vomit acid onto the stone, melting it away. The soldiers inside spew forth, but can only stare in awe as a black scaled woman transforms into a dragon, melting them with an powerful exhalation of acid.
Bandits surround an elvish nomad in the desert. His fingers crackle with lightning as he drives a sword through the first cutthroat. A second bandit falls to a bolt of lightning shot from his hand and the elf throws his cloak off and takes flight on a pair of sapphire wings.
Ancient and Powerful
The first dracolytes were made by combining the souls of dead dragons with that of a living humanoid in an attempt to make a new breed of half dragon. Instead, the dragon souls were absorbed, giving the humanoids the gift of draconic power. These strange new people were coined the dracolytes and served to empower dragon kind through the ages. This same ritual has been refined over the course of millennia, creating more Dracolytes and granting them better attunement to their dragon spirit.
Becoming a Dracolyte
Most dracolytes seek the power individually, sometimes through a respect for the dragons themselves, or perhaps a religious worship to a specific draconic god. Finding a group of dracolytes or a dragon to perform the ritual often requires a deal to be brokered as the sacrificing of a draconic soul is no small matter to those who revere the ancient beasts. A dragon might be willing to perform the ritual only if you dedicate your life to serving it. Perhaps a dracolyte cult requires you to swear an oath to their cause in order for the power to be granted to you. Or maybe some dark force has kidnapped you and forced the transformation against your will. No matter the case, once the ritual has infused the dragon’s soul into yours, you become more dragon than man.
The Dracolyte
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Dragon Spirit, Breath Weapon |
| 2nd | +2 | Physical Transformation, Mutual Understanding |
| 3rd | +2 | Draconic Awakening |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Frightful Presence |
| 7th | +3 | Draconic Awakening Feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Bloodline Trait |
| 10th | +4 | Dragon Skin |
| 11th | +4 | Draconic Awakening Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Secondary Bloodline Trait |
| 14th | +5 | Dragon Wings |
| 15th | +5 | Draconic Awakening Feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Draconic Strike |
| 18th | +6 | Instincts of the Wyrm |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Draconic Ascension |
Class Features
As a dracolyte, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per dracolyte level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dracolyte level after 1st.
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather, light crossbow, and 20 bolts
- (a) a longsword and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
Starting Wealth
If you choose to start with gold instead of equipment, your starting gold is 4d4 x 10 gp.
Multiclassing
Prerequisites. To qualify for multiclassing into the dracolyte class, you must met these prerequisites: Charisma 13.
Proficiencies. When you multiclass into the dracolyte class, you gain the following proficiencies: Light armor and medium armor.
Dragon Spirit
As a dracolyte, you connect with dragons on a level few others can even comprehend due to the draconic nature of your soul. Beginning at 1st level, you choose one of the true dragons as a manifestation of your draconic spirit. This choice will determine many things as you level. In addition you can speak, read, and write Draconic.
Draconic Spirit
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) |
Breath Weapon
Much like the mighty creatures themselves, you have learned the art of exhaling powerful a powerful breath weapon. Starting at 1st level, you can use your action to exhale destructive energy. Your dragon spirit determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon spirit. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mutual Understanding
At 2nd level whenever you make a Charisma check interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Physical Transformation
Also at 2nd level your body begins to take on the visage of a dragon, granting you fanged teeth and sharp claws. Your unarmed strikes now deal 1d6 + your Strength modifier slashing damage and you can use your attack action to make a bite attack that deals 1d8 + your Strength modifier piercing damage. Additionally your eyes transform into the eyes of your dragon spirit. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Draconic Awakening
At 3rd level your draconic powers begin to take shape and you can choose which aspect of the dragon you wish to empower within you. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Frightful Presence
Starting at 6th level you gain one of the most iconic abilities of all dragons, its frightful presence. As an action, each creature of your choice that is within 10 feet of you and can see you must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightful presence for the next 24 hours.
The range of your frightful presence increases to 15 feet at 11th level, and 20 feet at 15th level. Once you use this feature, you can’t use it again until you finish a short or long rest.
Minor Bloodline Trait
Beginning at 9th level your dragon spirit allows you to take on the abilities of your chosen dragon. You gain a special ability based on your dragon spirit from the table below.
Minor Bloodline Trait
| Dragon | Trait |
|---|---|
| Black | You can breathe air and water |
| Blue | You have a burrow speed of 30 ft |
| Brass | You have advantage on attack rolls made against a creature that has previously failed a Charisma check you've made against it in the last hour |
| Bronze | As long as you are within 5 feet of a friendly creature, and that creature is not unconscious, you get a +2 bonus to weapon attack rolls. |
| Copper | You have advantage on Charisma (Performance) and Charisma (Deception) checks made when not in combat. |
| Gold | You automatically sense evil aligned creatures within 30 feet of you. |
| Green | You have advantage on Charisma (Persuasion and Charisma (Deception) checks made when not in combat. |
| Red | You have advantage on Intelligence (Investigation) checks made to determine an item's value. |
| Silver | As long as you are within 5 feet of a friendly creature, and that creature is not unconscious, creatures making weapon attacks against it do so with disadvantage. |
| White | You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment. |
Dragon Skin
At 10th level large patches of your body start to grow over with scales matching the color of your dragon spirit. You gain resistance to the element of your dragon spirit. Additionally, as an action you can force the scales to harden, granting you immunity to the element of your dragon spirit for 1 minute. You can’t use this feature again until you finish a long rest.
Dragon Skin
| Dragon | Resistance/Immunity Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Major Bloodline Trait
At 13th Level you have learned to harness the full potential of your dragon spirit, you gain a major trait of your dragon spirit from the table below.
Major Bloodline Trait
| Dragon | Trait |
|---|---|
| Black | Whenever a creature deals damage to you with a melee weapon attack, that creature takes 1d4 acid damage. |
| Blue | Whenever a creature deals damage to you with a melee weapon attack, that creature takes 1d4 lightning damage. |
| Brass | You have advantage on saving throws against spells that would incapacitate you. |
| Bronze | You cannot be moved against your will. |
| Copper | You have advantage on saving throws against spells that would charm you. |
| Gold | You have advantage on saving throws made against the abilities of dragons. |
| Green | Whenever a creature deals damage to you with a melee weapon attack, that creature takes 1d4 poison damage. |
| Red | Whenever a creature deals damage to you with a melee weapon attack, that creature takes 1d4 fire damage. |
| Silver | You have advantage on saving throws against spells that would stun or paralyze you. |
| White | Whenever a creature deals damage to you with a melee weapon attack, that creature takes 1d4 cold damage. |
Dragon Wings
At 14th level, you sprout a pair of dragon wings from your back, gaining a flying speed equal to your movement speed. These wings resemble that of your dragon spirit. The wings sprout slow enough that you can remove any armor or clothing that would confine them upon their creation. Once sprouted, clothing or armor worn must be able to accommodate your new appendages.
Draconic Strike
Beginning at 17th level whenever you deal damage to a creature with the element of your dragon spirit, you deal extra damage of that element equal to your Charisma modifier (minimum 1).
Instincts of the Wyrm
At 18th level whenever a hostile creature willingly steps within 5 feet of you, you can use your reaction to make one weapon attack against it, or move up to half your movement speed away from it. This movement does not provoke attacks of opportunity.
Draconic Ascension
At 20th level you have mastered your dragon spirit, allowing you to transform fully into a dragon.
You suffer none of the frailty of old age, and you can't be aged magically.
Additionally as an action, you can now shapeshift into an adult version of your dragon spirit (see the Monster Manual section on dragons for your statistics). You can’t use this ability again until you finish a long rest. You can stay in your dragon form for a number of hours equal to half your dracolyte level, you can revert back to your normal form early with no action required. You automatically revert back to your normal form if your draconic form drops to 0 hit points or you fall unconscious.
While you are transformed, the following rules apply:
-
Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon’s bonus instead of yours. If the dragon has any legendary or lair actions, you can't use them.
-
When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
-
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
-
You choose whether your equipment falls to the ground in your space, merges into your dragon form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with you has no effect until you revert back to your normal form.
Draconic Awakenings
Dracolytes are drawn to different aspects of the mighty dragons they aspire to become. These aspects reflect the dracolytes desire for power as they train.
Mystic Terror
Those that follow the path of the mystic terror tap deep into the draconic magics, allowing them to cast powerful spells and attune further into the magical nature of dragons.
Mystic Terror Features
| Dracolyte Level | Feature |
|---|---|
| 3rd | Spellcasting, Arcane Spirit |
| 7th | Mystical Ravaging |
| 10th | In the Element |
| 15th | Arcane Force |
Mystic Terror Spellcasting
| Dracolyte Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | __ | __ | __ |
| 4th | 2 | 4 | 3 | __ | __ | __ |
| 5th | 2 | 4 | 3 | __ | __ | __ |
| 6th | 2 | 4 | 3 | __ | __ | __ |
| 7th | 2 | 5 | 4 | 2 | __ | __ |
| 8th | 2 | 6 | 4 | 2 | __ | __ |
| 9th | 2 | 6 | 4 | 2 | __ | __ |
| 10th | 3 | 7 | 4 | 3 | __ | __ |
| 11th | 3 | 8 | 4 | 3 | __ | __ |
| 12th | 3 | 8 | 4 | 3 | __ | __ |
| 13th | 3 | 9 | 4 | 3 | 2 | __ |
| 14th | 3 | 10 | 4 | 3 | 2 | __ |
| 15th | 3 | 10 | 4 | 3 | 2 | __ |
| 16th | 3 | 11 | 4 | 3 | 3 | __ |
| 17th | 3 | 11 | 4 | 3 | 3 | __ |
| 18th | 3 | 11 | 4 | 3 | 3 | __ |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
When you reach 3rd level, you learn how to tap into the draconic ways of spellcraft, granting you the ability to cast spells (see chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list).
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Mystic Terror Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer spell list.
The Spells Known column of the Mystic Terror Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an Evocation or Transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic relies on projecting the innate magical power of your dragon spirit into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Arcane Spirit
At 3rd level, your dragon spirit helps shape your spellcasting. You learn one cantrip and one 1st-level spell of your choice that deal the same type of damage as your dragon spirit. These spells do not count against your spells known and can be from any school of magic.
Mystical Ravaging
At 7th level when you hit a creature with a spell attack for the first time in a turn, it gains vulnerability to the element of your dragon spirit until the end of your next turn. If that creature is resistant to the element, it loses its resistance instead, and if immune it loses the immunity and gains resistance instead. A creature that has been affected by this feature is immune to further ravaging for 24 hours.
In the Element
At 11th level when a spell you cast of 1st level or higher that deals damage to a creature with the element of your dragon spirit, you can use your bonus action to cast a cantrip that deals the same type of damage.
Arcane Force
At 15th level whenever you cast a spell that requires a saving throw, you can choose one creature affected by the spell. That creature automatically fails the saving throw. Once you use this feature, you can't do so again until you finish a long rest.
Reverent Breath
Those that hone the skills to use their breath weapon find that with practice, it can be altered in many ways. Dracolytes of the reverent breath have mastered the art of exhalation to annihilate their foes.
Reverent Breath Features
| Dracolyte Level | Feature |
|---|---|
| 3rd | Continuous Exhalation, Shape Breath |
| 7th | Exhalation Exploitation |
| 10th | Breath Control |
| 15th | Exhalation Mastery |
Continuous Exhalation
When you take this archetype at 3rd level you your control over your breath weapon allows you to exhale more often. Your breath weapon now recharges on a short rest.
Shape Breath
Also at 3rd level you have learned how to fully control how you exhale your breath weapon. When you gain this feature, choose one of the abilities listed below. Whenever you use your breath weapon it takes on properties of the chosen ability.
Clinging Breath. Your breath weapon clings to creatures and continues to damage them over time. A creature that takes damage from your breath weapon takes half of the damage dealt again at the beginning of its turn, then the exhalation dissipates for the creature.
Controlled Breath You learn to control how your breath weapon manifests. You can now choose whether you want your breath weapon to be a cone or a line when you use an action to use your breath weapon.
Enlarged Breath. Breath weapon lines increase to 5 by 60 ft. and breath weapon cones increase to 30 ft.
Launched Breath. Your breath weapon forms a sphere that explodes into a lingering cloud on impact. When you exhale your breath, you launch a spherical ball of elemental energy at a creature or a point within 30 feet that explodes, causing a lasting effect in a 10 ft. radius centered on the point of impact. A creature that enters the area for the first time or starts its turn there makes a saving throw against your breath weapon. The field dissipates at the beginning of your next turn.
Maximized Breath. You add your proficiency bonus to the damage of your breath weapon.
Relentless Breath. The DC for your breath weapon saving throw now equals 10 + your Constitution modifier + your proficiency bonus.
Tempest Breath. When a creature fails the saving throw for your exhalation, it is pushed 10 feet.
Exhalation Exploitation
At 7th level you learn how to exploit a creature's natural defenses against your breath weapon. Your breath weapon damage ignores resistances and immunity.
Breath Control
At 11th level you have mastered how you shape your exhalation. You can now choose a second ability from the Shape Breath list. You cannot stack Clinging Breath and Launched Breath with this feature.
Exhalation Mastery
At 15th level you have mastered your elemental exhalation. The damage dice for your breath weapon increases by 1, and is now a d8 instead of a d6.
Scale Lord
Dracolytes who desire to become more like their dragon spirit in the physical follow the path of the scale lord, powerful close range combatants who turn their bodies into living draconic weapons.
Scale Lord
| Dracolyte Level | Feature |
|---|---|
| 3rd | Dragon Tail, Hardened Scales |
| 7th | Truly Natural |
| 10th | Draconic Fury |
| 15th | Wingstorm |
Dragon Tail
Beginning at 3rd level you sprout a long draconic tail that you can use as a weapon to make unarmed strikes. The tail deals 1d4 bludeoning damage and has the reach property.
Hardened Scales
Also at 3rd level, your body is completely covered in scales that match your dragon spirit. When you aren't wearing armor, your AC equals 8 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Truly Natural
Beginning at 7th level you body has become perfectly attuned to your draconic transformation, granting you several benefits.
- The damage of your claws increases to 1d8, and the damage of your bite increases to 1d10 piercing damage.
- When you attempt to shove or grapple a creature with your tail, you have advantage on the check.
- Your scales harden further. Your AC while not wearing armor is now 10 + your Dexterity modifier + your Constitution modifier
Draconic Fury
At 11th level whenever you use your Attack action to make a melee weapon attack with your draconic appendages you can make one additional attack with them as part of the same attack.
Wingstorm
At 15th level you have grown into your wings, allowing you to use them to throw your opponents off their feet. As a bonus action you can buffet a medium or smaller creature within 5 feet of you with powerful winds generated by your wings. The target makes a strength saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is pushed back 10 feet and knocked prone. Additionally your fly speed is doubled.
Winged Guardian
Some dracolytes use their draconic gifts to aid their companions and protect themselves from harm. These winged guardians use an ancient ritual to manifest their dragon spirit into a powerful protective enchantment.
Winged Guardian Features
| Dracolyte Level | Feature |
|---|---|
| 3rd | Draconic Aura, Aura of Debilitation |
| 7th | Aura of Resistance |
| 10th | Aura of Knowledge |
| 15th | Aura of Power |
Draconic Aura
When you adopt this archetype at 3rd level you learn how to harness your draconic magic into an aura as a spectral version of your dragon spirit flies around you and your allies, granting special abilities. You can use a bonus action to summon the Draconic Aura which lasts for 1 minute and is a 10 foot radius sphere centered on you. It ends early if you are knocked unconscious or you choose to turn off the aura, no action required. You can use your Draconic Aura a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While the Aura is active, creatures of your choice within the aura get -2 to their weapon attack rolls.
Aura of Debilitation
At 3rd level, as long as the aura is active, you can use your reaction to impose disadvantage on one ability check being made by a creature within the aura.
Expanding Aura
At 7th level the aura strengthens, The range of your aura increases to 30 feet.
Aura of Resistance
At 11th level you can grant those around you a portion of your resistances while strengthening your own. Creatures of your choice within the aura have resistance to the same damage type granted by your Dragon Skin feature.
Additionally, while a creature within your aura has resistance to the chosen damage type, you have immunity to the same damage type.
Aura of Power
Beginning at 15th level, you're able to use the aura to infuse your allies with the same battle tactics as your own. As a bonus action, you can grant allies within your draconic aura a bonus to attack rolls equal to your proficiency bonus.
Additionally as long as an ally is within the aura’s area of effect, your attacks score a critical hit on a roll of 19-20.
Additional Draconic Options
Between Fizban's Treasury of Dragons and my own homebrew dragon species, there are quite a few additional dragons spirits that a dracolyte could be a part of. This section gives several new options for your dragon spirit and features for Dragon Spirit, Minor Bloodline Trait, Dragon Skin, and Major Bloodline Trait.
Draconic Spirit
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Amethyst | Force | 15 ft. cone (Str. save) |
| Crystal | Radiant | 15 ft. cone (Con. save) |
| Deep | Psychic | 15 ft. cone (Wis. save) |
| Dragon Turtle | Fire | 15 ft. cone (Con. save) |
| Emerald | Psychic | 15 ft. cone (Int. save) |
| Lunar | Cold | 15 ft. cone (Con. save) |
| Moonstone | Radiant | 5 by 30 ft. line (Dex. save) |
| Sapphire | Thunder | 15 ft. cone (Con. save) |
| Solar | Radiant | 15 ft. cone (Con. save) |
| Solhalysis | Radiant | 5 by 30 ft. line (Dex. save) |
| Topaz | Necrotic | 15 ft. cone (Con. save) |
Minor Bloodline Trait
| Dragon | Trait |
|---|---|
| Amethyst | You know whether or not creatures you encounter are from the plane you are on or from a different plane. |
| Crystal | Friendly creatures within 5 feet of you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks. |
| Deep | Your darkvision increases by 30 feet. |
| Dragon Turtle | You have a swim speed of 30 feet. |
| Emerald | You have advantage on checks made to see through illusions. |
| Lunar | You have a burrow speed of 30 feet. |
| Moonstone | While under moonlight, you have advantage on Wisdom (Perception) checks. |
| Sapphire | You have a burrow speed of 30 feet. |
| Solar | You deal double damage to objects and structures. |
| Solhalysis | The temperature within a 5 foot radius of you is always 95 degrees regardless of your surroundings. |
| Topaz | You have advantage on Intelligence (Investigation) checks made pertaining to undead. |
Dragon Skin
| Dragon | Resistance/Immunity Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Deep | Psychic |
| Dragon Turtle | Cold |
| Emerald | Psychic |
| Lunar | Cold |
| Moonstone | Radiant |
| Sapphire | Thunder |
| Solar | Radiant |
| Solhalysis | Radiant |
| Topaz | Necrotic |
Major Bloodline Trait
| Dragon | Trait |
|---|---|
| Amethyst | You have advantage on saving throws made against the abilities of aberrations. |
| Crystal | You learn the guidance cantrip, the dice for the spell is a d6 instead of a d4. |
| Deep | You have blindsight out to a range of 60 feet. |
| Dragon Turtle | You can breathe air and water and have resistance to fire damage. |
| Emerald | You learn the minor illusion cantrip, the area of the spell increases to a 10-foot cube |
| Lunar | You can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you've used this feature you can't use it again until the next dusk. |
| Moonstone | You are immune to spells that would cause you to fall unconscious or alter your mind while unconscious. |
| Sapphire | You can add either your Intelligence or Wisdom modifier to your initiative rolls. |
| Solar | You are immune to the blinded condition. |
| Solhalysis | You are resistant to psychic damage and creatures can only telepathically communicate with you if you allow it. |
| Topaz | You have advantage on death saving throws. |
Dracomancer
A great blue dragon drops from the sky like a streak of lightning, the elf on its back loosing arrow after arrow into the bandits below. The surviving bandits scatter as the dragon lands, crushing some underfoot. With a mighty roar a bolt of lightning fries the fleeing brigands.
From the shadows creeps a sleek wyrm with a shadar-kai atop its head. The oblivious man walking down the night road takes no notice of the shifting shadows around them. With a quick snap the dragon's jaw close around the victim, killing him without a sound.
Blood drips from the scales of a red dragon, seeping out as if having a will of its own. Nearby, a dragonborn forms a curved blade of his own blood while a group of kobolds watches on it horror. The dragon affixes her gaze upon the kobolds and when panic sets in, they find themselves unable to move, allowing the dragonborn's crimson blade to make quick work of the pack.
The fluff will continue to be expanded in future updates!
The Dracomancer
| Level | Proficiency Bonus | Features | Spell Points | Spells Known | Max Spell Level |
|---|---|---|---|---|---|
| 1st | +2 | Draconic Companion, Draconic Legacy | — | — | — |
| 2nd | +2 | Spellcasting, Arcane Anatomy | 4 | 2 | 1st |
| 3rd | +2 | Mystic Growth | 6 | 3 | 1st |
| 4th | +2 | Ability Score Improvement | 6 | 3 | 1st |
| 5th | +3 | Extra Attack | 14 | 4 | 2nd |
| 6th | +3 | Draconic Legacy Feature | 14 | 4 | 2nd |
| 7th | +3 | Wyrm's Awakening | 17 | 5 | 2nd |
| 8th | +3 | Ability Score Improvement | 17 | 5 | 2nd |
| 9th | +4 | Arcanum Strikes | 27 | 6 | 3rd |
| 10th | +4 | Draconic Legacy Feature | 27 | 6 | 3rd |
| 11th | +4 | Scaled Scourge | 32 | 7 | 3rd |
| 12th | +4 | Ability Score Improvement | 32 | 7 | 3rd |
| 13th | +5 | — | 38 | 8 | 4th |
| 14th | +5 | Draconic Legacy Feature | 38 | 8 | 4th |
| 15th | +5 | Sky Terror | 44 | 9 | 4th |
| 16th | +5 | Ability Score Improvement | 44 | 9 | 4th |
| 17th | +6 | — | 57 | 10 | 5th |
| 18th | +6 | Ancient Wyrm | 57 | 10 | 5th |
| 19th | +6 | Ability Score Improvement | 64 | 11 | 5th |
| 20th | +6 | Elder Dragon | 64 | 11 | 5th |
Class Features
As a dracomancer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per dracomancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dracomancer Level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: You have proficiency in Animal Handling and two skills of your choice from among Arcana, Athletics, Deception, Intimidation, Perception, Persuasion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorers pack
- Chain mail and an arcane focus
Starting Wealth
Alternatively, you may start with 5d4 × 10 gp to buy you own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the dracomancer class, you must meet these prerequisites: Strength and Charisma 13.
Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: Light armour, medium armour, shields, simple weapons, and martial weapons.
Draconic Companion
Beginning at 1st level you have created a mystical bond with a dragon you have raised from birth. This dragon is one of many true dragons, as shown in the Draconic Companion table. Your choice of dragon species will determine its draconic element, its special movement, and the shape and saving throw associated with its breath weapon. The draconic element of your companion will determine its damage immunity, the damage of its breath weapon, and will be used in various class features. Your dragon can use its breath weapon once, and regains all uses when you finish a short or long rest.
In combat, your companion has its own initiative, but can change its initiative to match your own. You can command it verbally, no action required, and if you are incapacitated, the dragon is intelligent enough to act on its own.
Draconic Traits
Your companion gains proficiency in two skills of your choice that make sense for a dragon to learn. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. The dragon can speak draconic and understands any languages you know. Due to your bond with it, you learn to speak, read, and write draconic if you don't know it already.
Whenever you gain the Ability Score Improvement feature in this class, your companion’s abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1, at the DM's discretion you can forgo increasing the companion's ability scores and instead give it a feat that would make sense for it. As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit die normally. At first level, its hit points will be equal to the maximum value of its hit die + its Constitution modifier Your companion has its own hit die, and can spend them during a short rest.
Your companion's size, AC, hit dice, and damage dice are determined by its stat block.
Reviving Your Companion
If your draconic companion is reduced to 0 hit points, it falls unconscious and makes death saving throws as normal. If your companion is ever slain, the bond you share allows you to return it to life. With 8 hours of work and the expenditure of 20gp worth of rare herbs and fine food per your dracomancer level, you can call forth your companion's soul and use your spiritual bond with it to create a new body for it. You can return your companion to life in this manner even if you do not possess any part of its body.
You can choose to expend any number of hit dice when you finish the ritual. Make a Constitution saving throw, with the DC being equal to 15 minus the number of hit dice you expended. The DC cannot be lowered below 5 in this way. On a failed save, your companion is restored to life, but you aren't able to regain any of the hit dice you expended for the ritual until 7 days have passed. Additionally, you and your companion both suffer three levels of exhaustion. On a successful save, the companion is restored to life, and you can regain the spent hit dice as normal.
Draconic Companion
| Dragon Species | Draconic Element | Special Movement | Breath Weapon |
|---|---|---|---|
| Amethyst | Force | Swim 30 ft. | 15 ft. cone (Str. save) |
| Black | Acid | Swim 30 ft. | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | Burrow 30 ft. | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | Burrow 30 ft. | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | Swim 30 ft. | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | Climb 30 ft. | 5 by 30 ft. line (Dex. save) |
| Crystal | Radiant | Climb 30 ft. | 15 ft. cone (Con. save) |
| Deep | Psychic | Burrow 30 ft. | 15 ft. cone (Wis. save) |
| Emerald | Psychic | Burrow 30 ft. | 15 ft. cone (Int. save) |
| Gold | Fire | Swim 30 ft. | 15 ft. cone (Dex. save) |
| Green | Poison | Burrow 30 ft. | 15 ft. cone (Con. save) |
| Lunar | Cold | Burrow 30 ft. | 15 ft. cone (Con. save) |
| Moonstone | Radiant | Climb 30 ft. | 5 by 30 ft. line (Dex. save) |
| Red | Fire | Climb 30 ft. | 15 ft. cone (Dex. save) |
| Sapphire | Thunder | Burrow 30 ft. | 15 ft. cone (Con. save) |
| Silver | Cold | Climb 30 ft. | 15 ft. cone (Con. save) |
| Solar | Radiant | Fly (Hover) | 15 ft. cone (Con. save) |
| Solhalysis | Fire | Climb 30 ft. | 5 by 30 ft. line (Dex. save) |
| Topaz | Necrotic | Swim 30 ft. | 15 ft. cone (Con. save) |
| White | Cold | Swim 30 ft. | 15 ft. cone (Con. save) |
Draconic Companion
Medium, shares your alignment
- Armor Class 10 + its Constitution modifier + your proficiency bonus
- Hit Points 1d10 + its Constitution modifier
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
- Damage Immunity Same as its draconic element
- Senses Blindsight 10 ft., darkvision 60 ft.
- Languages Draconic, understands any languages you know
Actions
Bite. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, Reach 5ft., one target. Hit: 1d10 + its Strength modifier piercing damage. The draconic companion can attempt to grapple the creature as part of the attack. It can only grapple once creature at a time in this way and can only use its bite on the grappled creature.
Claw. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, Reach 5ft., one target. Hit: 1d6 + its Strength modifier slashing damage. After the attack, the draconic companion can make a second claw attack as a bonus action.
Tail. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, Reach 10ft., one target. Hit: 1d8 + its Strength modifier bludgeoning damage. On a hit, the target makes a Strength saving throw equal to 8 + the draconic companion's Strength modifier + your proficiency bonus. On a failed save it is knocked prone.
Breath Weapon. The draconic companion exhales a powerful breath weapon using its draconic element in either a line or cone. A creature caught in the area must make a saving throw equal to 8 + your draconic companion's Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 2d8 damage of its draconic element. A creature takes half as much damage on a successful save.
Draconic Legacy
Also at 1st level, you and your dragon embody a great draconic legacy. Your choice grants you features when you choose it at 1st level and again at 2nd, 6th, 10th, and 14th level.
Spellcasting
Your innate connection dragons and their magical souls infuses you with arcane magic. This font of magic fuels your spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the dracomancer spell list.
Spell Points
A dracomancer's magic comes from within their being, and as such, they pull from a pool of magical energy represented as spell points. Each spell has a point cost based on its level, represented in the table below. In order to cast a spell, you must deduct the number of points from the total number of spell points you have available. Cantrips do not cost any points. If you have less points than a spell's given point cost, you cannot cast it, and your spell points can't reach below 0.
Spell Point Cost
| Spell Level | Point Cost |
|---|---|
| Cantrips | 0 |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
The number of spell points you have per level is shown in the spell points column of the Dracomancer table, and the level of spell you can cast with those points is show in the Max Spell Level column of the same table. You regain all spent spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the dracomancer spell list. The Spells Known column of the dracomancer table shows when you learn more dracomancer spells of your choice. Each of these spells must not be of a higher level than your max spell level. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the dracomancer spells you know and replace it with another spell from the dracoamncer spell list, which also must not be of a higher level than your max spell level.
Spellcasting Ability
Charisma is your spellcasting ability for your dracomancer spells, since the power of your magic comes from the great arcane might of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dracomancer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your dracomancer spells.
Arcane Anatomy
Also at 2nd level, your connection to dragons seeps into your physical form. You gain resistance to your dragon's draconic element, and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Mystic Growth
At 3rd level, your magic grows in harmony with the growth of your dragon. You learn two cantrips from any spell list. One of these cantrips must require an attack roll or saving throw and it must deal the same type of damage as your companion's draconic element.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
You can choose to forgo this attack to instead allow your companion a second attack instead.
Wyrm's Awakening
At 7th level your draconic companion has grown in size and power. It gains the following benefits.
- It's size increases to Large.
- Its walking speed increases by 5 feet, and its fly speed increases by 10 feet.
- The range of its tail attack increases to 15 feet.
- The damage of its breath weapon increases to 4d8, and its range increases to a 30-foot cone or 60-foot line.
Frightful Presence Your draconic companion now commands the same frightful presence as other dragons. As an action, each creature of your choice that is within 15 feet of your draconic companion and that can see it must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus + your draconic companion's Charisma modifier or become frightened of your companion for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.
Arcanum Strikes
At 9th level, your draconic companion's bite, claw, and tail attacks are considered magical for overcoming resistances.
Additionally, when your draconic companion hit with an attack using its bite, claw or tail, it adds your proficiency bonus to the damage.
Scaled Scourge
Beginning at 11th level, you continue to harmonize with the raw arcane might of your dragon. You gain blindsight out to 10 feet and are now immune to your companion's draconic element.
Additionally, you have also taken on a dragon's immortality and cease aging, and cannot be aged magically.
Sky Terror
At 15th level, the true power of your draconic companion is brought to bear. It gains the following benefits.
- Its size increases to Huge.
- Its walking speed increases by 5 feet and its fly speed increases by 10 feet.
- The range of its bite attack increases to 10 feet.
- The damage of its breath weapon increases to 6d8, and its range increases to a 60-foot cone or 90-foot line.
- It can now use its breath weapon twice per short rest.
Ancient Wyrm
At 18th level, the magic flows between you and your draconic companion as if you were the same being. Your companion can make a second attack without you needing to forgo your own extra attack.
Additionally, when your companion hits a creature with an attack, you can use your reaction to make an attack against the same target.
Elder Dragon
At 20th level, both you and your draconic companion have reached your apex. The Constitution and Charisma scores of both you and your companion increase by 2. Your maximum for those scores is now 22.
Additionally, your draconic companion gains the following benefits.
- Its size increases to Gargantuan.
- Its walking speed increases by 5 feet and its fly speed increases by 10 feet.
- The range of its bite and tail attack each increase by 5 feet.
- The damage of its breath weapon increases to 8d8, and its range increases to a 90-foot cone or 120-foot line.
- It can now use its breath weapon three times per short rest.
Draconic Legacies
Bloodscale Legacy
Bloodscales are dragons that have found power in blood magic. These dragons, along with their dracomancers harness their own life essence and turn it into deadly spellcraft.
Bloodscale Legacy
| Dracomancer Level | Feature |
|---|---|
| 1st | Sanguine Magic, Draconic Hemomancy |
| 2nd | Bonus Spells |
| 6th | Bloody Spray |
| 10th | Blood Caster |
| 14th | Sanguine Wyrm |
Sanguine Magic
Starting when you take this archetype at 1st level, you have tapped into the dark art of blood magic. You learn two cantrips of your choice that have the Blood Magic tag.
Additionally, you know the sanguine senses spell and can cast it once per day without expending a spell slot.
Draconic Hemomancy
Also at 1st level, your bloodscale is just as adept as you at using blood as a weapon. It can cast any spell that you know that has the Blood Magic tag. It uses your spell points to cast these spells, but otherwise the spells are treated as originating from your bloodscale. Your bloodscale can concentrate on spells it casts independent of your own concentration and follows the normal rules for concentrating on a spell. Charisma is the spellcasting stat for your draconic companion.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Bloodscale Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Bloodscale Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | crimson lance,* caustic plasma* |
| 5th | crimson blade,* hemophilic cramps* |
| 9th | command internals,* sanguine downpour* |
| 13th | blood pact,* mass hemostasis* |
| 17th | accelerated stitching,* blood boil* |
Bloody Spray
Starting at 6th level, your bloodscale has learned to lace their breath weapon with their own magical blood. Creatures who are dealt damage by your bloodscale's breath weapon take additional necrotic damage equal to your draconic companion's Charisma modifier.
Blood Caster
At 10th level, the blood loss incured by your spellcasting only empowers you. Whenever you or your bloodscale lose hit points from casting a spell of 1st-level or higher that has the Blood Magic tag, if that spell deals damage, targets damaged by the spell take additional necrotic damage equal to the hit points spent on the spell.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
Sanguine Wyrm
At 14th level, you and your bloodscale heal supernaturally fast due to the magic within your blood. Whenever you or your draconic companion are healed by a spell, You each add your Constitution modifier to the amount healed.
If the spell has the Blood Magic tag, you heal for the maximum amount, and gain the maximum amount of temporary hit points granted by the spell, if any.
You can use this feature once, and regain its use when you finish a long rest.
Boltwing Legacy
Boltwings are a dragons that specialize in syncing up their magic with a dracomancer to a near perfect harmony. With this special bond, they are able to cast the same spells as the dracomancer.
Boltwing Legacy
| Dracomancer Level | Feature |
|---|---|
| 1st | Draconic Magics, Innate Arcanum |
| 2nd | Bonus Spells |
| 6th | Spell Sharing |
| 10th | Iron Minds |
| 14th | Bolster Arcanum |
Draconic Magics
At 1st level, you're magic flares to life with draconic power. You learn two cantrips from the sorcerer spell list. One of these cantrips must require an attack roll or saving throw and it must deal damage.
Innate Arcanum
Also at 1st level your draconic companion has learned to harness the magic within itself. Your boltwing cast cast any cantrips you know. Charisma is the spellcasting stat for your draconic companion.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Boltwing Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Boltwing Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | faerie fire, magic missile |
| 5th | misty step, nystul's magic aura |
| 9th | counterspell, sending |
| 13th | banishment, dimension door |
| 17th | creation, wall of force |
Spell Sharing
At 6th level, your boltwing has learned how to cast more powerful spells. While you are within 30 feet of your draconic companion, it can cast any spell of 1st-level or higher that you know. It uses your spell points to cast these spells, but otherwise the spells are treated as originating from your boltwing. Your boltwing can concentrate on spells it casts independent of your own concentration and follows the normal rules for concentrating on a spell.
Iron Minds
Starting at 10th level, The magic that flows between you and your boltwing aids in harnessing your spells. While you and your draconic companion are within 10 feet of each other and either of you make a Constitution saving throw to maintain concentration on a spell, you both can treat a roll of 9 or lower on the d20 as a 10.
Bolster Arcanum
At 14th level, you and your boltwing have learned to bolster each other's spells. Whenever you or your draconic companion cast a spell, the other can use their reaction to cause the spell to be cast one level higher.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Dracolich Legacy
There are those who believe that death is an obstacle, and to overcome it is to obtain unlimited power. When a dracomancer seeks these dark arts, they transform their companion into a dracolich, a terrifying undead dragon of immense power. In some cases, the dragon itself desires the transformation and willingly gives its humanity for power.
Dracolich Legacy
| Dracomancer Level | Feature |
|---|---|
| 1st | Ritual of Undeath, Phylactery |
| 2nd | Bonus Spells |
| 6th | Sovereign of the Dead |
| 10th | Walking Bomb |
| 14th | Might of Undeath |
Ritual of Undeath
At 1st level, you have performed the profane rites that transform your draconic companion into a dracolich. Your companion's draconic element becomes necrotic and it replaces its dragon creature type with undead.
As your companion ages, it does not grow as a normal dragon, but instead grows by harvesting the souls of those it has killed to craft a more powerful body.
Additionally your dracolich is immune to being charmed, exhausted, frightened, paralyzed, or poisoned.
Phylactery
Also at 1st Level, when you create your dracolich, its soul is housed in an a small gemstone, known as a phylactery. Whenever your dracolich dies, its soul returns to its phylactery.
When resurrecting your dracolich, the material cost is removed due to the creature's soul being bound to the phylactery, however the time increases to 24 hours as the soul within the phylactory must recreate a new undead form to possess from the souls of the dead.
Additionally, you have advantage on the saving throw to return your dracolich to unlife. Failing the ability check to bring your dracolich back to unlife incurs only a 3 day period before you can regain spent hit dice and grants you only one level of exhaustion due to the powerful life siphoning magics of undeath.
If your dracolich dies while its phylactory is on a different plane of existence, its soul passes into the afterlife normally and you must go through the normal process to bring it back, with the exception that you must spend at least 100 gp on a gemstone to be used as a new phylactory.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Dracolich Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Dracolich Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | bane, inflict wounds |
| 5th | blindness/deafness, ray of enfeeblement |
| 9th | summon undead, vampiric touch |
| 13th | blight, shadow of moil |
| 17th | contagion, negative energy flood |
Sovereign of the Dead
Beginning at 6th level, you and your dracolich have enough understanding of the necromantic magics of undeath to bring the dead back to life under your command. As an action your or your dracolich can raise a number of corpses equal to your proficiency bonus. These undead are raised as skeletons (found on page 272 of the Monster Manual), with the following changes.
- If the slain humanoid is wearing armor, the skeleton's AC matches the type of armor worn, with a -2 penalty (minimum 13).
- The skeleton uses the same weapons as the slain humanoid.
- You add your proficiency bonus to the skeleton's attack and damage rolls.
The skeletons last a number of hours equal to your Charisma modifier (minimum 1), and act immediately after the dracolich in initiative count. Once per round, you or your dracolich can use your bonus action to command the undead similar to the animate dead spell. If given no commands the skeletons do their best to defend themselves.
The amount of skeletons you and your dracolich can have animated at a time is equal to your proficiency bonus.
Walking Bomb
Starting at 10th level, you and your dracolich can fill one of your undead minions with enough necromantic energy to cause it to explode. Once per turn as an action, you or your dracolich can force one of the skeletons to use its reaction to move up to its speed while feeding necromantic energy into it, causing it to burst once it completes its movement.
Each creature within 10 feet of the skeleton must make a Dexterity saving throw equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save a creature takes 8d6 necrotic damage, or half as much on a successful save. Once a skeleton has exploded this way, it cannot be reanimated.
You and your dracolich can only have one walking bomb active at a time and can create a number of walking bombs equal to your proficiency bonus, regaining all uses when you finish a long rest.
Might of Undeath
At 14th level you and your dracolich have mastered to the arts of undeath. Whenever you or dracolich reduce a Medium or Small humanoid to 0 hit points and neither of you have any uses of the Walking Bomb feature remaining, you can use your reaction to raise the slain humanoid and immediately turn it into a walking bomb.
Once you or your dracolich uses this feature, you can't do so again until you finish a long rest.
Duskwatcher Legacy
These dragons excel at stealth and shadow magic, their dracomancers relying on subtly and manipulation. Some duskwatchers travel to the shadowfell to intentionally become shadow dragons in order to increase their power further.
Duskwatcher Legacy
| Dracomancer Level | Feature |
|---|---|
| 1st | Subtly & Subterfuge |
| 2nd | Bonus Spells, Shadowmancy Savant |
| 6th | Smokescreen |
| 10th | Advanced Shadowmancy |
| 14th | Night Haunter |
Subtly & Subterfuge
Beginning at 1st level, you and your duskwatcher are masters of subtly and subterfuge. You and your draconic companion gain proficiency in the Deception and Stealth skills if you don't already have it. Both you and your duskwatcher can use your bonus action to take the hide action.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Duskwatcher Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Duskwatcher Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | cause fear, silent image |
| 5th | pass without trace, shadow blade |
| 9th | bestow curse, hypnotic pattern |
| 13th | greater invisibility, phantasmal killer |
| 17th | dream, enervation |
Shadowmancy Savant
Also at 2nd level, you're natural skills with shadow magic are already a cut above the rest. Whenever you cast a spell from your Bonus Spells feature, you can use your reaction to cast the spell without needing verbal or somatic components.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Smokescreen
At 6th level, your duskwatcher can use its breath weapon to obscure the battlefield. When your duskwatcher uses its breath weapon, it can instead exhale a magical cloud of black smoke that creates a 20-foot radius sphere centered on it. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If any of this smoke's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. A wind of moderate or greater speed (at least 10 miles per hour) disperses it.
While inside the smokescreen, the blindight of you and your duskwatcher expand to encompass the area, allowing you a measure of 'vision' within the darkness.
Advanced Shadowmancy
At 10th level your skill with shadow magic are second to none. You can now use your Shadowmancy Savant feature with any spell you cast instead of just the spells from your Bonus Spells feature.
Night Haunter
At 14th level you and your duskwatcher are terrors in the night. While you or your duskwatcher are hidden, the first attack you or your duskwatcher make during your turn while hidden is automatically a critical hit.
If you instead cast a spell for the first time in a turn while hidden, the target of the spell automatically fails its first saving throw it makes against the spell.
Hellkite Legacy
Hellkites are aggressive dragons that excel in melee combat. Dracomancers who bond with such companions are given extensive melee combat training and often have rumors spread of their brutality.
Hellkite Legacy
| Hellkite Legacy Level | Feature |
|---|---|
| 1st | Fighting Style, Physically Aggressive |
| 2nd | Bonus Spells |
| 6th | Draconic Bloodlust |
| 10th | Additional Fighting Style, Hyper Aggressive |
| 14th | Visage of Terror |
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blade Dancer
When making a melee weapon attack roll with a weapon that deals slashing damage, you score a critical hit on a roll of 19 or 20 as long as you have advantage on the attack.
Crushing Dominator
When you score a critical hit against a creature with a melee weapon attack that deals bludgeoning damage, that creature is knocked prone, and their speed is reduced to 0 until the end of your next turn.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Saddle Warrior
While you are mounted on a creature, once per turn you can choose to gain advantage on one attack roll you make that turn.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Vicious Lancer
When you hit a creature with a melee weapon attack that deals piercing damage, if you roll the maximum result for at least one of the damage dice for that weapon, the target creature’s AC is reduced by 1 until the start of your next turn. A creature’s AC can’t be reduced in this way more than twice.
Physically Aggressive
Also at 1st level, your draconic companion excels at tearing your foes to pieces. Your hellkite's attacks gain the following benefits
Bite
Your hellkite's bite attack scores a critical hit on a roll of 19-20.
Claw
Whenever your hellkite hits a creature with a claw attack, if that attack used its bonus action, it can use its reaction to make another claw attack.
Tail
Whenever your hellkite hits a creature with a tail attack, it can push it back 5 feet.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Hellkite Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Hellkite Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | hunter's mark, zephyr strike |
| 5th | branding smite, hellkite's wing buffet* |
| 9th | fear, haste |
| 13th | freedom of movement, slayer's cyclone* |
| 17th | destructive wave, skill empowerment |
Draconic Bloodlust
At 6th level, your hellkite's ferocity grows more aggressive with each kill. Whenever your draconic companion scores a critical hit, or drops a creature to 0 hit points, it gains temporary hit points equal to your dracomancer level. It can then move up to its walking speed towards another hostile creature.
Additional Fighting Style
Beginning at 10th level, you have mastered martial combat. You can choose a second option from the Fighting Style class feature.
Hyper Aggressive
Also at 10th level, your draconic companion's aggressive nature rends your foes to ribbons. Your hellkites attack gain the following benefits.
Bite
Creature's grappled in your hellkite's jaws have disadvantage on saving throws made to escape the grapple.
Claw
Whenever your hellkite makes at least three claw attacks in a single turn it can use its Frightful Presence as part of the last attack.
Tail
Whenever your hellkite hits a creature with a tail attack, its speed is reduced to 0 until the end of its next turn.
Visage of Terror
At 14th level, your draconic companion's aggression strikes terror into the hearts of others. Creatures have disadvantage on saving throws made against your hellkite's frightful presence. When a creature fails a saving throw against your hellkite's frightful presence, its speed is reduced to 0 until it succeeds on the save, or the effect ends.
Solar Halo Legacy
Due to their social nature, solhalysis dragons make excellent companions for any adventurer, however Knights who bond with these unique dragons find themselves with a deep psychic connection unlike any other.
Prerequisite: Only a dracomancer with a Solhalysis draconic companion can take this archetype.
Solar Halo Legacy
| Solar Halo Legacy Level | Feature |
|---|---|
| 1st | Psychic Bond, Solar Heat |
| 2nd | Bonus Spells |
| 6th | Coronal Ejection |
| 10th | Psychic Symbiosis |
| 14th | Omniscient Bond |
Psychic Bond
Beginning at 3rd level you and your draconic companion have an unbreakable psychic connection. As long as you are on the same plane of existence, you and your solhalysis dragon always known the exact location of each other.
Additionally, you and your solhalysis dragon have a telepathic connection. As long as you are within 300 feet of your draconic companion, you can speak telepathically to each other.
Solar Heat
Also at 1st level, The sheer amount of heat your solhalysis dragon gives off instantly burns those that touch it. Whenever your draconic companion is hit by a melee weapon attack using natural weapons such as the bite of a wolf, or the punch from a monk, the target takes fire damage equal to your proficiency bonus. A creature that grapples or is grappled by the solhalysis dragon takes the damage when the grapple is initiated and at the start of their turn while they are grappled.
Additionally, due to your bond, you and your draconic companion are immune to fire and radiant damage that originate from your solhalysis dragon, and your draconic companion is resistant to radiant damage.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Solar Halo Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Solar Halo Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | guiding bolt, hellish rebuke |
| 5th | detect thoughts, mind spike |
| 9th | fireball, sending |
| 13th | confusion, wall of fire |
| 17th | flame strike, rary's telepathic bond |
Coronal Ejection
Starting at 6th level, your companion has learned how to vent excess energy it has stored up, and is capable to using it as a weapon. When your solhalysis dragon uses its breath weapon, it can instead create a brief destructive field of radiant energy around it.
This attack creates a 10-foot radius sphere centered on the solhalysis dragon. Creatures within the field must make a Constitution saving throw equal to your proficiency bonus + your draconic companion's Constitution modifier. Each creature in the area takes radiant damage equal to your dragon's breath weapon.
Psychic Symbiosis
Beginning at 10th level, your psychic connection you share with your solhalysis dragon further grows. You and your draconic companion gain resistance to psychic damage.
Additionally, as long as your dragon is within 60 feet of you, it can use its reaction to give you advantage on your next saving throw before the beginning of its next turn.
It can use the feature a number of times equal to your proficiency bonus, and regains all uses when you finish a long rest.
Omniscient Bond
At 14th level, the psychic connection between you and your draconic companion has become so strong it is akin to a shared hive mind. Both you and your solhalysis dragon share all immunities and resistances, and you both gain immunity to psychic damage.
Additionally, Whenever you or your draconic companion succeeds on a saving throw, the other may use their reaction to make a saving throw with advantage, if you or your solhalysis dragon are making the save against the same effect.
What are Solhalysis Dragons anyway?
Solhalysis dragons are a custom dragon species I created years ago for one of my fantasy worlds. I grew way to attached to them as a species and expanded on their mythos by creating D&D dragons for them for both 4th Edition and 5th Edition. You can find the statblocks and lore for them here.
Wardscale Legacy
Dracomancers who wish to help those that aid them often join special battlefield corps dedicated to healing magic. These mages and their dragons learn that defeating your foes is only part of how a battle is won.
Wardscale Legacy
| Wardscale Legacy Level | Feature |
|---|---|
| 1st | Battlefield Medic, Wardscale Protection |
| 2nd | Bonus Spells |
| 6th | Restorative Exhalation |
| 10th | Advanced Restoration |
| 14th | Regenerative Aura |
Battlefield Medic
Starting at 1st level you and your draconic companion have learned how to keep the wounded alive under pressure. You gain proficiency with the healer's kit if you don't have it already.
As an action, you can spend one use of a healer’s kit to restore hit points to a wounded creature. The amount healed is a number of d4 equal to your proficiency bonus + your Charisma modifier. A creature can be healed this way a number of times per long rest equal to half your proficiency bonus.
Wardscale Protection
Also at 1st level, your draconic companion's protective nature allow it guard your allies. As a bonus action, your wardscale can take up a defensive stance. While in this stance, its speed is reduced to 0 and each creature of its choice within 5 feet of it have half cover.
As your wardscale grows in size, so does its defensive capabilities. While your wardscale is Large or larger, the effect is increased to three-quarters cover.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Wardscale Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Wardscale Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | bless, sanctuary |
| 5th | aid, lesser restoration |
| 9th | beacon of hope, mass cure wounds |
| 13th | death ward, freedom of movement |
| 17th | greater restoration, raise dead |
Restorative Exhalation
At 6th level, your wardscale's breath is charged with positive energy, giving it the ability to bolster allies instead of felling enemies. When your wardscale uses its breath weapon, it can choose to heal rather than harm. When it does, creatures of its choice within the area of the exhalation gain temporary hit points equal to the damage that would normally be dealt.
Once you've used this feature, you can't do so again until you finish a long rest.
Advanced Restoration
Beginning at 10th level, your draconic companion's restorative breath can cure and revitalize those in its area of effect. Your wardscale's restorative exhalation removes the blinded, deafened, paralyzed, poisoned, and stunned conditions from creatures within its area of effect. The breath can also reduce a creature's level of exhaustion by 1.
Additionally, you and your wardscale are immune to the poison and disease conditions.
Regenerative Aura
Starting at 14th level, you and your draconic companion are immersed the the restorative magics that it uses to heal others. Your wardscale regains hit points equal to its Constitution modifier at the start of its turn as long as it has at least 1 hit point, and you gain this benefit as long as you are within 5 feet of your wardscale and have at least 1 hit point.
Warkite Legacy
Proud and powerful, warkites are dragons who are built for mounted combat and battlefield support. Dracomancers who ride warkites are often called 'dragon knights.' These dracomancers offer their services as specialized battlefield commanders to various kingdoms and are generally seen as paragons of order.
Warkite Legacy
| Warkite Legacy Level | Feature |
|---|---|
| 1st | Fighting Style, Powerfully Built |
| 2nd | Bonus Spells |
| 6th | Rallying Roar |
| 10th | Demanding Presence |
| 14th | Warkite's Blessing |
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Saddle Warrior
While you are mounted on a creature, once per turn you can choose to gain advantage on one attack roll you make that turn.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Powerfully Built
Also at 1st level, your companion's stocky build is suited for extra weight. Your draconic companion counts as one size larger when determining its carrying weight and the weight it can push, drag, or lift. Because of its build, your draconic companion can be used as a mount at Medium size without issue.
If you fall from your warkite while in the air, it can use its reaction to catch you and you can immediately return to the saddle.
Bonus Spells
At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Warkite Legacy Spells table. These spells counts as dracomancer spells for you, but don't count against the number of dracomancer spells you know.
Warkite Legacy Spells
| Dracomancer Level | Spell |
|---|---|
| 2nd | heroism, thunderous smite |
| 5th | shatter, warding bond |
| 9th | crusader's mantle, life transference |
| 13th | locate creature, dominate beast |
| 17th | circle of power, hold monster |
Rallying Roar
Starting at 6th level, the warkite's mighty roar embolden's allies to victory. When your draconic companion uses its breath weapon, it can instead let loose a mighty roar. When it does, choose a number of creatures within 60 feet of you that can hear the roar, up to a number equal to your companion's Charisma modifier (minimum 1). Each of them gains temporary hit points equal to half your dracomancer level. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Demanding Presence
At 10th level, you and your warkite fight in tandem to protect those around you. While both you and your draconic companion are within 5 feet of each other, creatures within 10 feet of you have disadvantage on any attack roll that doesn't target you or your warkite.
Warkite's Blessing
Beginning at 14th level, you can share your beneficial magics with your warkite. Whenever you cast a spell that targets an ally that isn't your warkite, you can choose to have that spell also affect your warkite as long as it is within range of the spell.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Dracomancer Spell List
The expanded spell list with the homebrew spells used for the archetype bonus spells can be found in the book Shadowheart Apocrypha: Spells.
1st Level
- Absorb Elements
- Burning Hands
- Cause Fear
- Charm Person
- Chromatic Orb
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Feather Fall
- Ice Knife
- Identify
- Ray of Sickness
- Searing Smite
- Shield
- Thunderwave
2nd Level
- Alter Self
- Arcane Lock
- Blur
- Branding Smite
- Calm Emotions
- Detect Thoughts
- Dragon's Breath
- Enlarge/Reduce
- Gust of Wind
- Hold Person
- Levitate
- Melf's Acid Arrow
- Nathair's Mischief
- Rime's Binding Ice
- Scorching Ray
3rd Level
- Ashardalon's Stride
- Blinding Smite
- Clairvoyance
- Dispel Magic
- Elemental Weapon
- Fear
- Fireball
- Fly
- Glyph of Warding
- Haste
- Lightning Bolt
- Magic Circle
- Protection from Energy
- Pulse Wave
- Slow
4th Level
- Arcane Eye
- Charm Monster
- Confusion
- Compulsion
- Elemental Bane
- Dimension Door
- Dominate Beast
- Fire Shield
- Ice Storm
- Polymorph
- Raulothim's Psychic Lance
- Secret Chest
- Staggering Smite
- Storm Sphere
- Wall of Fire
5th Level
- Banishing Smite
- Bigby's Hand
- Cloudkill
- Cone of Cold
- Control Winds
- Dominate Person
- Dream
- Fire Shield
- Hold Monster
- Legend Lore
- Modify Memory
- Seeming
- Steel Wind Strike
- Summon Draconic Spirit
- Synaptic Static
The Great Wyrm
"Dragons are the most powerful force in the whole of the multiverse. Every plane that can sustain life sustains some form of this apex predator. Their primal savagery puts them at the top of every food chain, their extreme intellect makes the most brilliant mind look like a toddler, their life span outlive entire nations. Some dragons fancy themselves gods, whose cults plague the countryside. Others call themselves scholars, amassing libraries of knowledge that could fill an ocean."
"These mighty creatures inspire awe and invoke fear, they can protect vast swaths of land just as easily as they can burn them to ash. Dragons that decide to lend their aid to a good cause are how wars are won and how justice is served. Dragons who give into to their primal nature become avatars of destruction, more force of nature than animal."
"The multiverse created dragons as a balance of power. No one becomes more powerful than a dragon without drawing its attention, for good or for ill. As for dragons, that same rule applies ten fold."
Playable Dragons
This document contains a unique race and class combo that allows you to play as a literal dragon. Trying to perfectly balance such a thing generally leads to feeling underpowered compared to the various versions found in books, or overpowered as you try to perfectly mimic them. With this book, I attempted to do both. In the end, I opted for making the race and class a bit more fine tuned and thus a bit more powerful rather than make things feel too weak compared to the NPC counterparts.
The key idea for this was to make it as customizable as possible, thus there is a ton of subraces and the class itself functions on a customizable feature system that allows you to make the dragon of your dreams. The race is designed to be played with the class, however I made special care to make sure they're not reliant on each other. If you wish to play the race and not the class, that is entirely possible! To ensure that such a playstyle is even more rewarding, I have included a handful of feats that allow you to grab some of those customizable features.
Great Wyrm
| Level | Proficiency Bonus | Features | Draconic Traits |
|---|---|---|---|
| 1st | +2 | Draconic Ancestry, Draconic Evolution | 2 |
| 2nd | +2 | Familial Awakening | 2 |
| 3rd | +2 | ─ | 3 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Extra Attack | 4 |
| 6th | +3 | Draconic Ancestry Feature | 4 |
| 7th | +3 | Young Advancement | 5 |
| 8th | +3 | Ability Score Improvement | 5 |
| 9th | +4 | ─ | 6 |
| 10th | +4 | Draconic Ancestry Feature | 6 |
| 11th | +4 | ─ | 7 |
| 12th | +4 | Ability Score Improvement | 7 |
| 13th | +5 | Adult Advancement | 8 |
| 14th | +5 | Draconic Ancestry Feature | 8 |
| 15th | +5 | ─ | 9 |
| 16th | +5 | Ability Score Improvement | 9 |
| 17th | +6 | ─ | 10 |
| 18th | +6 | Ancient Advancement | 10 |
| 19th | +6 | Ability Score Improvement | 11 |
| 20th | +6 | Elder Wyrm | 11 |
Class Features
As a great wyrm, you gain the following class features
Prerequisite: You must be a Dragon Wyrmling in order to take levels in this class.
Hit Points
- Hit Dice: 1d8 per great wyrm level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per great wyrm level after 1st
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Stealth, and Survival
Starting Wealth
As a great wyrm, you have little need for most equipment, but a great desire for wealth. You start with 5d4 x 10 gp.
Multiclassing
As a true dragon, a wyrmling requires no specific skills in order to multiclass into the great wyrm. You must still meet any multiclassing minimums for choosing to Multiclass into another class.
Draconic Ancestry
Starting when you choose this class at 1st level, you gain access to power your draconic ancestors have held for generations. This power grants you features when you choose it at 1st level and again at 6th, 10th, and 14th level.
Draconic Evolution
Also at 1st level your body adapts as you grow, unlocking various draconic traits that enhance your power. You know two draconic traits at 1st level and can gain more at certain levels as show in the Draconic Traits column of the Great Wyrm table. In order to take a trait, you must meet all its prerequisites. You cannot take a trait more than once.
Some traits replace traits you already have. When you take one of these replacement traits, you are able to take another trait that doesn't replace one you already have.
Whenever you are given the option to take a feat, you can choose to instead gain a new draconic trait that you meet the prerequisites for.
Familial Awakening
At 2nd level, the power of your great dragon family has awakened in you. You gain special benefits based on your draconic subrace and which family it falls into.
Chromatic
If you are a Blue, Black, Green, Red or White wyrmling you gain the following:
Avaricious Nature. By studying an object for one minute, you can determine its approximate value, whether or not it is magical, and whether or not it is cursed.
Metallic
If you are a Brass, Bronze, Copper, Gold, or Silver wyrmling you gain the following:
Assumed Benevolence. When dealing with humanoid creatures, you double your proficiency bonus for any Charisma (Persuasion) made targeting them.
Gem
If you are an Amethyst, Crystal, Emerald, Sapphire, or Topaz wyrmling you gain the following:
Draconic Telepathy. You have telepathy out to a range of 60 feet. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Wildspace
If you are a Lunar or Solar wyrmling you gain the following:
Unusual Nature. You don't require air.
Unique Species
If you are a type of wyrmling that doesn't fall into any of the other draconic families you gain one draconic trait of your choosing. You must meet all the prerequisites for the trait.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you have any cantrips, you can cast one of your cantrips in place of one of those attacks.
Young Advancement
At 7th level your body has grown into that of a young dragon. You gain the following:
- Your size increases to Large.
- Your walking speed increases by 5 feet and your fly speed increases by 10 feet.
- The size of your breath weapon increases to a 60-foot line, or 30-foot Cone. A solar dragon's Photonic Breath has its range increased to 60 feet and the blast area is now a 15-foot sphere.
Adult Advancement
Beginning at 13th level your growth reaches the next stage of a dragon's life cycle, an adult. You gain the following:
- Your size increases to to Huge.
- Your walking speed increases by 5 feet and your fly speed increases by 10 feet.
- The size of your breath weapon increases to a 90-foot line, or 60-foot Cone. A solar dragon's Photonic Breath has its range increased to 90 feet and the blast area is now a 20-foot sphere.
Ancient Advancement
At 18th level you become an ancient dragon. You gain the following.
- Your size increases to to Gargantuan.
- Your walking speed increases by 5 feet and your fly speed increases by 10 feet.
- The size of your breath weapon increases to a 120-foot line, or 90-foot Cone. A solar dragon's Photonic Breath has its range increased to 120 feet and the blast area is now a 25-foot sphere.
Elder Wyrm
At 20th level you have reached the pinnacle of your draconic might. Choose two ability scores, they increase by 2. Your maximum for those scores is now 22.
Archetypes
Bloodscale Ancestry
An angry dragon is fearsome indeed. A dragon in a frothing rage, with its eyes shot red, great gobbets of spittle foaming from its mouth, and a sheen of blood coating its scales, is a terror few can withstand. A bloodscale fury is a dragon whose rage surpasses that of a human barbarian as the barbarian’s rage surpasses a child's tantrum.
Bloodscale Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Blood Fury, Fearful Presence |
| 6th | Slick Armor |
| 10th | Unstoppable Fury |
| 14th | Bloodscale Frenzy |
Blood Fury
Beginning when you take this archetype at 1st level, blood coats your scales as you give into your anger. As a bonus action, you can enter a state of fury similar to a barbarian's rage. While in this state, you gain the following benefits if you aren't wearing armor:
- You have advantage on Strength checks and Strength saving throws.
- When you hit with an attack using one of your natural weapons, you gain a bonus to the damage equal to your proficiency bonus.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while in a fury.
Your blood fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Fearful Presence
Also at 1st level, those around you are careful not to incite your wrath. You gain proficiency in Intimidation if you don't have it already, and creatures have disadvantage on ability checks made against your Charisma (Intimidation) check.
Slick Armor
At 6th level the blood oozing from your scales makes weapons find little purchase when hit. While in your blood fury, you gain a bonus to your AC equal to half your proficiency bonus (minimum 1).
Unstoppable Fury
At 10th level, your bloody rage makes you an unstoppable juggernaut. While you are in your blood fury, you have advantage on all saving throws.
Bloodscale Frenzy
At 14th level, the adrenaline from your anger propels you forward. When you enter your blood fury for the first time in a day, you gain the benefits of the haste spell for the duration of the fury.
Dracolich Ancestry
Death is a natural occurrence, even for dragons whose lifespans reach tens of thousands of years. Some, whether seeking ultimate power or immortality, undergo profane rituals that remove their souls while granting them immense necromatic power. These abominations are known as Dracoliches.
Dracolich Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Gift of Dracolichdom, Phylactery |
| 6th | Powerful Decay |
| 10th | Upgraded Phylactery |
| 14th | Force of Undead Nature |
Gift of Dracolichdom
Starting when you take this archetype at 1st level, you have managed to become a great and powerful dracolich. Your scales loose their sheen and your muscles begin to atrophy. Your body no longer grows from age and experience, but from absorbing souls into your phylactery. As a newly formed Dracolich, you gain the following benefits
- You creature type changes to Undead.
- You are immune to poison damage and the poisoned condition.
- You have resistance to necrotic damage.
Phylactery
Also at 1st level you have solved the problem of death with a phylactery, a special vessel that houses your soul. Your phylactery is a tiny object, such as a gemstone or piece of jewelry. It has an AC of 8 + your Charisma modifier, a number of hit points equal to 10 + your Great Wyrm level, and it is immune to poison and psychic damage.
When a creature within 30 feet of you drops to 0 hit points, you can use your reaction to harvest its soul and put it into the phylactery provided it is on your person. Your phylactery can house a number of souls equal to your proficiency bonus. While your own soul is housed inside the phylactery, it does not count towards the number of souls within the phylactery and it cannot be used with features that consume the souls you harvest. You cannot gain souls from creatures that lack them, such as undead and constructs.
When you die, your body crumbles into dust and your phylactery builds a new one over a number of days equal to your proficiency bonus + half your Great Wyrm level. You can choose to consume harvested souls within your phylactery during this time, reducing the number of days it takes to rebuild your body equal to the number of souls you consume. Your new body reappears within 10 feet of your phylactery at the end of this process.
If your phylactery is damaged it can be repaired by the mending spell or by consuming souls within it. For each casting of mending or each soul consumed, your phylactery regains 10 hit points. If your phylactery is ever destroyed, or you drop to 0 hit points on a different plane than your phylactery, you immediately die and your soul passes harmlessly into the afterlife.
Powerful Decay
At 6th level, your body continues to decay while your undead form strengthens. Skin and muscle begin to fall from your form and your eyes are replaced with burning orbs of pure magic. You are immune to being charmed, exhausted, frightened or paralyzed.
Additionally, your phylactery adds your proficiency bonus to its AC and its hit point maximum is doubled.
Upgraded Phylactery
At 10th level your soul empowers the phylactery that houses it. Your phylactery is now immune to nonmagical bludgeoning, piercing, and slashing damage, and has resistance to all other damage types.
Additionally, while your phylactery is on your person you can use your bonus action to consume an amount of souls up to your Charisma modifier. For each soul consumed this way you regain a number of hit points equal 1d6 + your Charisma modifier.
Force of Undead Nature
At 14th level the inherent magic within your form strengthens. The last of your flesh falls free, leaving only a draconic skeleton with bits of skin and scale clinging to your form. When you are forced to make a saving throw, you can consume a number of souls up to your Charisma modifier provided your phylactery is on your person. When you do, you gain a bonus to the saving throw equal to the number of souls consumed.
Additionally, while your Phylactery is on your person, you have advantage on death saving throws.
Dragon Mage Ancestry
For eons dragons have sought to unlock the true power of their blood and become powerful spellcasters. Those that do are known as Dragon mages, who infuse their very essence with the might of arcane power. The magic flowing through their veins grants them incredible spellcasting prowess that sets them a cut above other dragons.
Dragon Mage Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Spellcasting, Spellscale |
| 6th | Arcane Exhalation |
| 10th | Mystic Wrath |
| 14th | Helix Arcanum |
Spellcasting
Beginning when you take this archetype at 1st level, you unlock the ancient magics within you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.
Spell Points
A dragon mage's magic comes from within their being, and as such, they pull from a pool of magical energy represented as spell points. Each spell has a point cost based on its level, represented in the table below. In order to cast a spell, you must deduct the number of points from the total number of spell points you have available. Cantrips do not cost any points. If you have less points than a spell's given point cost, you cannot cast it, and your spell points can't reach below 0.
Spell Point Cost
| Spell Level | Point Cost |
|---|---|
| Cantrips | 0 |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
The number of spell points you have per level is shown in the spell points column of the Dragon Mage Spells table, and the level of spell you can cast with those points is show in the Max Spell Level column of the same table. You regain all spent spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Dragon Mage Spells table shows when you learn more sorcerer spells of your choice. Each of these spells must not be of a higher level than your max spell level. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the dragon mage spells you know and replace it with another spell from the sorcerer spell list, which also must not be of a higher level than your max spell level.
Spellcasting Ability
Charisma is your spellcasting ability for your dragon mage spells, since the power of your magic comes from the great arcane might of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dragon mage spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your dragon mage spells.
Dragon Mage Spells
| Level | Spell Points | Cantrips Known | Spells Known | Max Spell Level |
|---|---|---|---|---|
| 1st | 4 | 2 | 2 | 1st |
| 2nd | 4 | 2 | 2 | 1st |
| 3rd | 6 | 2 | 3 | 1st |
| 4th | 6 | 2 | 3 | 1st |
| 5th | 14 | 2 | 4 | 2nd |
| 6th | 14 | 2 | 4 | 2nd |
| 7th | 17 | 2 | 5 | 2nd |
| 8th | 17 | 2 | 5 | 2nd |
| 9th | 27 | 2 | 6 | 3rd |
| 10th | 27 | 3 | 6 | 3rd |
| 11th | 32 | 3 | 7 | 3rd |
| 12th | 32 | 3 | 7 | 3rd |
| 13th | 38 | 3 | 8 | 4th |
| 14th | 38 | 4 | 8 | 4th |
| 15th | 44 | 4 | 9 | 4th |
| 16th | 44 | 4 | 9 | 4th |
| 17th | 57 | 4 | 10 | 5th |
| 18th | 57 | 4 | 11 | 5th |
| 19th | 64 | 4 | 11 | 5th |
| 20th | 64 | 4 | 12 | 5th |
Spellscale
Beginning when you take this archetype at 1st level, the spells you cast ripple over your scales creating a protective barrier. Whenever you cast a spell of 1st-level or higher you can use your reaction to channel the excess energy to harden your scales. When you do, you gain a bonus to your AC equal to half the level of the spell (minimum 1) which lasts until the start of your next turn.
If you cast another spell while your AC is increased in this manner, you choose which of the spells grants the bonus.
Spellbound Exhalation
At 6th level, your ability to cast spells has extended to your breath weapon. Whenever you cast a spell of 1st-level or higher that has an area, you can change the range and shape to that of your breath weapon. The area of the original spell must create a cone, cube, cylinder, line, or sphere and cannot have a range of self in order for you to change it to that of your breath weapon.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Mystic Wrath
At 10th, the magic that infuses you makes you more powerful. You add your Charisma modifier to your Dragon's Wrath DC.
Helix Arcanum
At 14th level, your magic feeds into itself, empowering your abilities. You gain a bonus to the Spell Attack Rolls and Spell Save DC's of your spells equal to the number of Draconic Traits you have that have dragon mage as a prerequisite.
Hellkite Ancestry
Hellkites are aggressive dragons who rely more on their natural might rather than magic or occult enhancements. These dragons hunt and kill not only for food, but for sport, loving the terror their presence creates.
Hellkite Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Living Weapon, Advantageous Strikes |
| 6th | Wyrm's Hunt |
| 10th | Visage of Terror |
| 14th | Hellkite's Fury |
Living Weapon
Beginning at 1st level when you take this archetype, you have honed every part of your body to be used as a weapon. You gain two traits of your choice from among Adrenaline Rush, Armored Horns, Enhanced Senses, and Powerful Tail. These traits do not count against the maximum number of Draconic Traits you know.
Advantageous Strikes
Also at 1st level, you exploit the weaknesses of those who dare oppose your might. Whenever a creature misses you with a melee weapon attack, you can use your reaction to grant yourself advantage on the next attack you make with one of your natural weapons against the creature that missed the attack before the end of your next turn.
Wyrm's Hunt
At 6th level, your ferocity grows more aggressive with each kill. Whenever you score a critical hit, or drop a creature to 0 hit points, you can move up to your walking speed towards another hostile creature.
Visage of Terror
At 10th level those know dragons know to fear you. You gain the Frightful Presence draconic trait. It does not count against the number of traits you know. If you already have Frightful Presence, you can instead choose a draconic trait that affects one of your natural weapons, your frightful presence, or your breath weapon. This trait does not count against the number of traits you know, and you must meet all the prerequisites for the trait.
Hellkite's Fury
At 14th level none can escape your wrath. Whenever you hit a creature with an attack using one of your natural weapons, if you had advantage on the attack you can deal bonus damage to the creature equal to the number of draconic traits you have.
Once you have used this feature, you can't do so again until you finish a short or long rest.
Hidecarved Ancestry
Hidecarved dragons are members of an enigmatic order of dragons and half-dragons. Their name comes from the markings engraved on their scales, which grant them incredible mystical protection. Dragons of the hidecarved order resemble monks in their strict discipline, dedication to personal perfection, and mystical transcendence.
Hidecarved Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Mystical Protection, Suppress Weakness |
| 6th | Empowered Protection |
| 10th | Advanced Etchings |
| 14th | Additional Etchings |
Mystical Protection
Beginning at 1st level when you take this archetype, the magic imbued in your tattoos grants you a variety of boons that you can channel. As an action you can activate one of these boons.
Mystical Armoring. Your AC increases by 2.
Spell Resistance. You have advantage on saving throws against spells and other magical effects.
Timeless Health. You are immune to poison damage, the poisoned condition, and all diseases.
Your boon lasts for 1 minute unless the boon grants you a spell with a specific duration. You can activate a number of boons equal to your proficiency bonus, and regain all uses when you finish a long rest. If you activate a boon while one is already active, the effects of the first boon end.
Suppress Weakness
Also at 1st level, the magic of your sigils dampens the pain of blows that strike you. You can use your reaction to being hit with a critical hit, turning it into a normal hit.
Once you have used this feature, you can't do so again until you finish a short rest or long rest.
Empowered Protection
Starting at 6th level, the magic within your markings has become more powerful. You can activate boons as a bonus action.
Advanced Etchings
At 10th level, the markings bestow upon your scales additional power. You can choose from the following boons when activating your Mystical Protection.
Shifty Scales. When you activate this boon, you cast the blur spell.
Inscrutability. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks made to ascertain its intentions or sincerity have disadvantage.
Undying. When you activate this boon, you cast the death ward spell on yourself.
Additional Etchings
At 14th level, you can activate two boons at once. If the boon you choose casts a spell that requires concentration, you cannot choose another boon that requires concentration.
Shadow Dragon Ancestry
Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow.
Shadow Dragon Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Bathed in Darkness, Shadow Stealth |
| 6th | Shadow Breath |
| 10th | Umbral Striker |
| 14th | Living Shadow |
Bathed in Darkness
Beginning at 1st level when you take this archetype, you are suffused with the dark energy of the Shadowfell, granting you several benefits listed below.
- You gain resistance to necrotic damage if you are not already.
- Any elemental damage you deal, such as that of your breath weapon, changes to necrotic.
- Your darkvision increases to 120 feet.
- You gain the Enhanced Senses Draconic Trait if you don't already have it. This trait does not count against the number of traits you know.
Shadow Stealth
Also at 1st level, your ability to blend into the night is enhanced by your shadow magic. You gain proficiency in the Stealth skill if you don't have it already. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.
Additionally, while in dim light or darkness, you can take the Hide action as a bonus action.
Shadow Breath
At 6th level, your breath is infused with the necromantic energies of the Shadowfell. Whenever a Humanoid creature is reduced to 0 hit points by your breath weapon it immediately dies and you can use your reaction to raise an undead Corpse Shadow (found in Shadowheart Apocrypha: Classes pg. 61) from its body under your control. You can create and control a number of Shadows this way equal to half your proficiency bonus rounded down (minimum 1). The Shadows share your initiative and takes their turns right after yours.
On each of your turns, you can use a bonus action to mentally command any of your Shadows as long as they are within 60 feet of you (if you control multiple Shadows, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the Shadows will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the Shadows only defend themselves against hostile creatures. Once given an order, the Shadows continue to follow it until its task is complete.
The Shadows are under your control for 1 hour, after which they dissipates into nothingness. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Umbral Striker
At 10th level, despite your size and presence, you are practically unnoticeable when hidden. While you are hidden and miss with an attack using one of your natural weapons, the attack doesn't reveal your location.
Living Shadow
At 14th level, you are just as much a shadow on the wall as a creature in the world. While in dim light or darkness, you have resistance to all damage that isn't force, psychic, or radiant.
Song Dragon Ancestry
Song dragons are a peculiar sort, known for their melodic magics and shapeshifting abilities. Often referred to as 'weredragons,' these wyrms have the rare ability to craft a beautiful human guise that is a step above even the most talented shape shifting dragons.
Song Dragon Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Spellcasting, Weredragon |
| 6th | Masque of Melody |
| 10th | Siren Song |
| 14th | Draconic Melody |
Spellcasting
Beginning when you take this archetype at 1st level, your very nature is of music and magic. See chapter 10 of the Player's Handbook for the general rules of spellcasting.
Spell Points
A song dragon's magic comes from within their being, and as such, they pull from a pool of magical energy represented as spell points. Each spell has a point cost based on its level, represented in the table below. In order to cast a spell, you must deduct the number of points from the total number of spell points you have available. Cantrips do not cost any points. If you have less points than a spell's given point cost, you cannot cast it, and your spell points can't reach below 0.
Spell Point Cost
| Spell Level | Point Cost |
|---|---|
| Cantrips | 0 |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
The number of spell points you have per level is shown in the spell points column of the Song Dragon Spells table, and the level of spell you can cast with those points is show in the Max Spell Level column of the same table. You regain all spent spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bard spell list. The Spells Known column of the Song Dragon Spells table shows when you learn more bard spells of your choice. Each of these spells must not be of a higher level than your max spell level. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the song dragon spells you know and replace it with another spell from the bard spell list, which also must not be of a higher level than your max spell level.
Spellcasting Ability
Charisma is your spellcasting ability for your dragon mage spells, since the power of your magic comes from the great arcane might of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dragon mage spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your dragon mage spells.
Song Dragon Spells
| Level | Spell Points | Cantrips Known | Spells Known | Max Spell Level |
|---|---|---|---|---|
| 1st | 4 | 2 | 2 | 1st |
| 2nd | 4 | 2 | 2 | 1st |
| 3rd | 6 | 2 | 3 | 1st |
| 4th | 6 | 2 | 3 | 1st |
| 5th | 14 | 2 | 4 | 2nd |
| 6th | 14 | 2 | 4 | 2nd |
| 7th | 17 | 2 | 5 | 2nd |
| 8th | 17 | 2 | 5 | 2nd |
| 9th | 27 | 2 | 6 | 3rd |
| 10th | 27 | 3 | 6 | 3rd |
| 11th | 32 | 3 | 7 | 3rd |
| 12th | 32 | 3 | 7 | 3rd |
| 13th | 38 | 3 | 8 | 4th |
| 14th | 38 | 4 | 8 | 4th |
| 15th | 44 | 4 | 9 | 4th |
| 16th | 44 | 4 | 9 | 4th |
| 17th | 57 | 4 | 10 | 5th |
| 18th | 57 | 4 | 11 | 5th |
| 19th | 64 | 4 | 11 | 5th |
| 20th | 64 | 4 | 12 | 5th |
Weredragon
Also at 1st level, you have gained the unique ability to change into a human form, retaining your melodic power. You gain proficiency in the Performance skill if you don't have it already. You also gain the Shape Changer trait. This trait does not count against the number of traits you know. When you transform using this trait, you always take the form of a supernaturally beautiful human.
Masque of Melody
Starting at 6th level, you are able to mask your spellcasting with your natural talent. Whenever you cast a spell while in your human form, you can roll a Performance check against your Dragon's Wrath DC. On a success, creatures affected by the spell are unaware it was you that cast it. This includes spells where the target automatically knows you are the source, such as friends or charm person.
You can use this feature a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest.
Siren Song
At 10th level, your human guise is so convincing that not even the arcane can pierce it. You gain the Dragon's Immutability trait if you don't already have it, or a draconic trait of your choice. This trait does not count against the number of traits you know, and you must meet all the prerequisites for the trait. While in your human form, you are perceived as truly being human to those with truesight or other abilities that can see the true form of shapeshifted creatures.
Draconic Melody
At 14th level, your beauty is unparalleled even in your natural form. You can use your Masque of Meldoy feature even when in your natural draconic form.
Additionally, when you make a Charisma (Performance) check, your proficiency bonus is doubled for the roll.
Species vs. Archetype
From a traditional 'lore' perspective, song dragons as a class make little sense since they are a unique species of dragon. However from a 5th edition mechanics stand point it is rather hard make a song dragon race work without it being vastly overpowered.
If you would like to make a 'true to form' song dragon, do the following: Choose copper dragon as your subrace and asthetically recolor your scales to a bluish silver. Keep your subrace traits, but change your breath weapon and damage resistance to lightning damage.
Voidmaw Ancestry
The Great Maw is a cosmic draconic entity of alien nature and immense power, capable of altering the fabric of space itself in order to consume all that it desires. Cults of dragons over the millennia have referred to it as the Dragon God of Consumption, while others believe it to be a corrupting influence that ensures the downfall of all that is dragonkind.
Dragons gifted with the powers of the Great Maw are exceedingly rare and powerful, able to tear holes in space for countless teeth to grab and consume any who oppose them. Once a voidmaw has set its sight on something it desires, it is near impossible to sway it towards any other goal. At their best, a voidmaw is a force that will ensure a goal is met no matter the cost. At their worst, a voidmaw is an engine of destruction devouring all in their path.
Voidmaw Ancestry Features
| Dragon Level | Feature |
|---|---|
| 1st | Ravenous Waltz, Covetous Nature |
| 6th | Hungering Jaws |
| 10th | Ravenous Bloom |
| 14th | Voracious Appetite |
Ravenous Waltz
Beginning at 1st level when you take this archetype, you can use your draconic power to tear a hole in the veil and allow the a portion of the Great Maw's power to spill forth. You can expend a use of your Breath Weapon to change it from an elemental force to a mass of hungering teeth. Each creature in the area must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save a creature takes magical piercing damage equal to your Breath Weapon damage, half as much damage on a successful save.
Covetous Nature
Also at 1st level, the power of the Great Maw greedily hoards your life force. You are immune to having your hit points drained in order to restore those of hostile creatures, such as with the vampiric touch spell or a vampire's bite attack.
Hungering Jaws
At 6th level you can tear the fabric of space to summon the jaws of the Great Maw. As an action you can have the jaws clamp down on a creature of your choice within 30 feet of you. That creature makes a Strength saving throw against your Dragon's Wrath DC. On a failed save, the target takes damage equal to your breath weapon damage, half as much on a successful save. A target that fails the save is restrained by the jaws until the end of your next turn.
Once you've used this feature you can't do so again until you finish a short or long rest.
Ravenous Bloom
Starting at 10th level, the Great Maw's power within you expands, empowering your ability to use its gifts. When you use your Ravenous Waltz feature, the teeth it creates persist until the beginning of your next turn, creating an area of difficult terrain for creatures other than you.
When a creature enters the area for the first time on a turn or starts its turn there, it takes magical piercing damage equal to your proficiency bonus.
Voracious Appetite
At 14th level, you learn to channel the full power of the Great Maw for a short amount of time. You focus your energy on empowering your abilities. You gain the following benefits:
- Whenever you drop a creature to 0 hit points for the first time on your turn, you gain hit points equal to the damage dealt. If multiple creatures take damage from the same source, you choose which creature you gain the hit points from.
- You add your Charisma modifier to the damage dealt to creatures within the area of difficult terrain created by your Ravenous Bloom.
Your voracious appetite lasts for 1 minute. Once you've used this feature, you can't do so again until you finish a long rest.
Draconic Traits
Absolute Terror
Prerequisite: Ancient Advancement, Frightful Presence
Your draconic might is absolutely terrifying. The range of your frightful presence is now 120 feet.
Adamantine Sheen
Prerequisite: An AC of 17 or higher without armor
Your scales are especially difficult to penetrate. Any critical hit scored against you is treated as a normal hit.
Adrenaline Rush
In the heat of battle your body moves with incredible speed. You can take the Dash action as a bonus action.
Adult Exhalation Upgrade
Prerequisite: Adult Advancement, Young Exhalation Upgrade
Your breath weapon continues to grow with your increase in power. The damage dice of your breath weapon become d10's.
This trait replaces the Young Exhalation Upgrade trait.
Ambush Wyrm
Prerequisite: Proficiency in Stealth
Despite your bulk you are a master of subterfuge. You can hide as a bonus action and moving silently does not cost you extra movement.
Amethyst Psionics
Prerequisite: Young Advancement, Amethyst Dragon
Your innate psionic power has awakened. You can cast the blink and dispel magic spells once per day each with this trait. You can't cast those spells with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
Ancient Exhalation Upgrade
Prerequisite: Ancient Advancement, Adult Exhalation Upgrade
Your breath weapon has reached the pinnacle of its power. The damage dice of your breath weapon become d12's.
This trait replaces the Adult Exhalation Upgrade trait.
Arcane Sigils
Prerequisite: Young Advancement
Simple arcane sigils scratched into your scales give your natural weapons more power. You get a +1 bonus to attack and damage rolls made with your natural weapons and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Arcane Tactician
Prerequisite: 11th level Dragon Mage Ancestry
As a mage yourself, you understand the true dangers of enemy spellcasters. You learn the counterspell and dispel magic spells. These do not count against the number of dragon mage spells you know.
Archaic Arcanum
Prerequisite: Dragon Mage Ancestry
Your magical studies have unlocked new spells. You learn two spells of your choice from any class spell list. These two spells count as dragon mage spells for you and don't count against the number of dragon mage spells you know. These spells must be of a level which you can cast. You learn an additional two spells at 5th, 9th, 13th, and 17th levels. When you gain new spells with this trait, you can replace them with other spells of your choice that are of a spell level you can cast.
Armored Horns
Your horns are sturdy enough to use as weapons. You have a reach of 5 feet with them and they use your Strength for its ability modifier. On a hit, the horns deals 1d6 + your Strength modifier bludgeoning damage. A creature hit by your horns must make a Strength saving throw against your Dragon's Wrath DC. On a failed save, it is pushed back 5 feet.
Armored Scales
Prerequisite: Young Advancement
Your scales have hardened, granting you greater protection. Your AC is now equal to 10 + your Dexterity Modifier + your Constitution modifier.
Battering Ram
Prerequisite: 5th level, Armored Horns
You can lower your head and charge with your horns to devastating effect. If you move at least 20 feet straight toward a target and then hit it with a horn attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your Dragon's Wrath DC or be knocked prone. Structures you hit with this trait take double damage.
Blend with the Dead
Prerequisite: Dracolich Ancestry
As an undead creature, other undead pay you no mind. Undead creatures not under your control ignore you unless their controller commands them to attack you, or you harm them.
Bloodline Potential
Prerequisite: 9th level, Dragon Mage Ancestry
Your draconic blood is a powerhouse of magical potential. You learn one 1st-level spell, one 2nd-level spell, and one 3rd-level spell of your choice from any spell list. These spells must require an attack roll or saving throw and they must deal the same type of damage as your breath weapon. These spells do not count against the number of dragon mage spells you know.
Bloodline Strikes
Prerequisite: Variable Appendages
The innate sorcerous power within you bleeds out even when no magic is needed. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of your natural weapons.
Bloodscale Magery
Prerequisite: Bloodscale Ancestry
Your familiarity with dragon blood has allowed you some limited use of blood magic. You learn the blood bolt, and sanguine slash cantrips. Starting at 3rd level, you can cast the sanguine senses spell with this trait. At 5th level You can cast the tendrils of ichor spell with this trait. You can cast these spells without the need for material components, and you can cast these spells even while in a blood fury. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast the spells using any spell slots you have of the appropriate level.
These spells can be found in Shadowheart Apocrypha: Spells.
Breathing Technique
Prerequisite: 5th level, not a Solar Dragon
You have learned to exhale your breath weapon for an extended period of time. When you use your breath weapon you can choose to sustain it for a number of rounds equal to your Constitution modifier (minimum 1). When you do, your movement becomes 0, and you can spend your action each turn continuing the exhalation. When you spend your action to do so, each creature within the area repeats the saving throw against your breath weapon.
While channeling your breath in this way, you can use your bonus action before sustaining your breath to shift your body and move the breath into a new orientation, potentially putting new creatures into its area.
Once you have used this trait, you can't do so again until you finish a long rest.
Brutal Serrations
Prerequisite: 9th level
Your natural weapons become serrated, causing massive damage. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack made with one of your natural weapons.
Bulky Build
Prerequisite: Strength 13 or higher
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, if your size is Medium, you can act as a mount for a Medium creature without any penalties.
Caustic Breath
Prerequisite: 15th level
Your breath weapon has become so powerful that it instantly destroys those to weak to withstand it. Whenever the damage from your breath weapon drops a creature to 0 hit points, it instantly dies and its body is destroyed.
Chameleon Scales
Prerequisite: Proficiency in Stealth and Nature
You can alter the color of your scales to blend into any environment. You have advantage on Dexterity (Stealth) checks made to hide. Additionally while you are in a natural environment, such as a forest or cave, you can use your action to become invisible until the start of your next turn.
Cold Immunity
Prerequisite: 9th level, Crystal Dragon, Topaz Dragon
Your draconic lineage empowers your body. You gain immunity to cold damage.
Constrictor
Prerequisite: 5th level, Powerful Tail
Your tail is long and dexterous, able to wrap up your foes. Whenever you hit a creature with a tail attack, you can choose to automatically grapple the target instead of knocking it prone. You can only grapple one creature with your tail at a time.
Crystal Psionics
Prerequisite: Young Advancement, Crystal Dragon
Your innate psionic power has awakened. You can cast the hypnotic pattern and lesser restoration spells without the need for material components once per day each with this trait. You can't cast those spells with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
Deadly Spines
Prerequisite: 3rd level
Your body is covered in sharp spines. Creatures have disadvantage checks made to grapple you. Additionally, when a creature misses you with a melee weapon attack you can use your reaction to spear them with your spines, dealing piercing damage to the creature equal to your proficiency bonus.
Debilitating Pitch
Prerequisite: Adult Advancement, Sapphire Dragon
Your breath weapon has evolved along with you. A creature that fails the save against your breath weapon is incapacitated until the end of its next turn.
Debris Storm
Prerequisite: 10th level
You kick up debris with your tail and wings to disrupt the enemy. As a reaction when you are the target of a ranged attack, you can roll 1d6 and add it to your AC against the triggering attack. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Desiccating Gas
Prerequisite: Adult Advancement, Topaz Dragon
Your breath weapon has evolved along with you. A creature that fails the save against your breath weapon has has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage until the end of its next turn.
Disorienting Dissonance
Prerequisite: Adult Advancement, Emerald Dragon
Your breath weapon has evolved along with you. A creature that fails the save against your breath weapon subtracts 1d6 from any attack roll or ability check it makes before the start of your next turn.
Draconic Knowledge
The mind of dragon is filled with all sorts of knowledge. You gain proficiency in the Arcana and History skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Dragon Engine
Prerequisite: Young Advancement
Your bulk and the sheer force you put behind it crushes any obstacle in your way. You deal double damage to structures.
Dragon's Aid
You back up your companion's when they need it most. You can use the Help action as a bonus action.
Dragon's Immutability
Prerequisite: Shape Changer
Your shapeshifting abilities are empowered by your draconic blood. You are immune to any spell or effect that would alter your form against your will.
Dragon's Vitality
Prerequisite: Increased Vitality, Adult Advancement
Your hit dice increases to a d12. Your hitpoint maximum increases by 1 per level in this class when you take this trait.
This trait replaces the Increased Vitality trait.
Early Warning System
Always on the look out for trouble, you are prepared even when relaxing. You can cast the alarm spell with this trait. You can't cast that spell with it again until you finish a long rest. You can also cast the spell using any spell slots you have.
Eldersong Spellcasting
Prerequisite: Song Dragon Ancestry
You have learned the ancient magics from the song dragons of old. When your Spellcasting feature lets you learn a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the cleric spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
Elemental Carvings
Prerequisite: 9th level, Hidecarved Ancestry
You gain the following boon that you can choose when using your Mystical Protection:
Elemental Etchings. When you activate this boon, choose an element from among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You have resistance to the chosen element.
Elementalal Fangs
Prerequisite: Young Advancement
Your teeth become coated in the same energy as your breath weapon. Whenever you deal damage with your bite attack, you deal additional damage to the target. This damage is the same type as your breath weapon and is equal to your proficiency bonus.
Emerald Psionics
Prerequisite: Young Advancement, Emerald Dragon
Your innate psionic power has awakened. You can cast the invisibility and silent image spells without the need for material components once per day each with this trait. You can't cast those spells with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
Empowered Breath
Prerequisite: 4th Level
You have learned to exert more force in your exhalations. Increase the damage dice of your breath weapon by 2.
Empowered Shadows
Prerequisite: 7th level, Shadow Dragon Ancestry
Your shadow magic empowers the shadows you create. Your Corpse Shadows gain a bonus to attack and damage rolls equal to your proficiency bonus. Additionally, whenever you create a Corpse Shadow, it gains a number of temporary hit points equal to your Dragon class level.
Enhanced Senses
Your senses aren't dulled simply because you can't see. You gain blindsight out to a range equal to 5 x your proficiency bonus.
Eternal Vigor
Prerequisite: 4th level
Your draconic body has become more biologically efficient. You don't need to sleep, and magic can't put you to sleep. Additionally, you can finish a long rest in 4 hours provided you only engage in light activity.
Expanded Casing
Prerequisite: 3rd level, Dracolich Ancestry
The magic of your phylactery allows for a greater number of souls to be housed within it. Your phylactery can now hold twice as many souls within it.
Eyes of the Shadestalker
Prerequisite: Shadow Dragon Ancestry
Your attunement to the Shadowfell allows you to pierce through even the darkest nights. You can see in magical darkness as if it were dim light.
Eyes on the Prize
Prerequisite: 5th level
You're always on the look out for traps and treasure. You gain proficiency in Investigation and Perception. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Fear Expansion
Prerequisite: Adult Advancement, Frightful Presence
Your ability to terrify those expands. The range of your frightful presence is now 60 feet.
Fire Extinguisher
Prerequisite: Cold Breath
The icy wind from your breath is great for putting out fires. Any flames, magical or otherwise, in the area of your breath weapon are instantly doused.
Fire Immunity
Prerequisite: 9th level, Emerald Dragon
Your draconic lineage empowers your body. You gain immunity to fire damage.
Flexible Maw
Prerequisite: 4th level
You know how to flex your jaws in different ways, altering the shape of your breath weapon exhalation. When you use your breath weapon, you choose whether you exhale as a line or a cone.
Flyby
Prerequisite: 7th level
You do not provoke opportunity attacks for flying out of an enemy's reach.
Forest Ruler
Prerequisite: 3rd level, Green Dragon
Your time in the forests of the world give you quite the advantage within them. You ignore difficult terrain when in a forest or jungle environment and have advantage on saving throws against spells that create or manipulate plants, such as entangle or grasping vine.
Frightful Fury
Prerequisite: Bloodscale Ancestry, Frightful Presence
The sight of your rage terrifies those around you. When you enter your blood fury, you can use your frightful presence as part of the same bonus action.
Frightful Presence
Prerequisite: Young Advancement
You have gained the menacing aura of a true dragon. As an action each creature that is within 30 feet of you that can see you must make a Wisdom saving throw against your Dragon's Wrath DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.
Frozen in Fear
Prerequisite: 13th level, Frightful Presence
Those who fear you find themselves unable to move. Creatures who fail the saving throw against your Frightful Presence have their speed reduced to 0 while frightened of you.
Hidecarved Resistance
Prerequisite: 7th level, Hidecarved Ancestry
You gain the following boon that you can choose when using your Mystical Protection:
Hidecarved Resistance. When you activate this boon, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Hivemind Dragon
Prerequisite: Solhalysis Dragon
You're natural psionic energy allows you a unique telepathic link with others. You have telepathy out to a range of 60 feet. Additionally, you can create a telepathic psychic network with a number of other creatures equal to your proficiency bonus, While within range of your telepathy, each of the connected creatures can speak with each other telepathically.
Honed Craft
Choose a skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Hunger of the Void
Prerequisite: Voidmaw Ancestry
When you deal damage with your Breath Weapon, or any of your Voidmaw Ancestry features to a creature for the first time on your turn, you gain temporary hit points equal to half your dragon level. If multiple creatures take damage from the same source, you choose which creature you gain the temporary hit points from.
Impenetrable Armored Scales
Prerequisite: Ancient Advancement, Reinforced Armored Scales
Your scales have hardened, granting you greater protection. Your AC is now equal to 14 + your Dexterity Modifier + your Constitution modifier.
This trait replaces the Reinforced Armored Scales trait.
Impotable
Prerequisite: 5th level, Black Dragon
The acid and bacteria that coats your scales is toxic to drink. While you are at least half submerged in a body of water with little current such as a lake or a well, you can toxify it. For every 1 minute you remain in the water, it ceases to be drinkable for 1 week. After 10 minutes, the toxicity in the water makes it unable to support life for the duration and kills fish and other aquatic life in the area. After an hour, the effects become permanent.
A creature that drinks the impotable water makes a Constitution saving throw against your Dragon's Wrath DC. On a failed save, the creature is poisoned for 24 hours.
Increased Vitality
Prerequisite: Young Advancement
Your hit dice increases to a d10. Your hitpoint maximum increases by 1 per level in this class when you take this trait.
Iron Grip
Prerequisite: 7th level
No creature can escape your wrath. Whenever you hit a creature with an opportunity attack using one of your natural weapons, that creature's speed is reduced to 0 until the end of the turn.
Keratinous Growth
Prerequisites: Young Advancement
Your natural weapons become larger and sharper as you age. The damage dice of your natural weapons increase to 1d8.
Legendary Resistance
Prerequisite: Adult Advancement
You have gained the fearsome ability to shrug off debilitating effects. When you fail a saving throw, you can choose to succeed instead. Once you have used this feature, you can't do so again until you finish a long rest.
Lightning Immunity
Prerequisite: 9th level, Sapphire Dragon
Your draconic lineage empowers your body. You gain immunity to lightning damage.
Lost Crescendo
Prerequisite: 15th level, Song Dragon Ancestry
You have learned one of few ancient song dragon spells that have been lost to the ages. Choose one of the following spells: Plane Shift, Reverse Gravity, Teleport, or True Seeing. You can cast the chosen spell once per day and regain the use of it in 1d4+1 days. Whenever you gain a new draconic trait, you can change what spell you know with this trait.
Lunar Phases
Prerequisite 9th level, Lunar Dragon:
You become partially incorporeal, gaining a measure of defense against attacks. You have resistance to bludgeoning, piercing, and slashing damage for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
Magma Diver
Prerequisite: Red Dragon
Much as a sea serpent winds through the seas, you can wind through lava and magma. While you are submerged in lava or magma, you have a swim speed equal to your walking speed.
Moonsilver Strikes
Prerequisite: Lunar Dragon
The moon infuses your body just as much as your soul. Your natural weapon attacks are treated as silvered for the purposes of overcoming resistances and immunities.
Natural Magic
The magic of dragons is deep within your veins. You learn a cantrip of your choice from any spell list. This cantrip must either have an attack roll or saving throw and must deal the same kind of damage as your breath weapon. Charisma is your spellcasting stat for the cantrip.
Nightmare Fuel
Prerequisite: 3rd level, Deep Dragon
Your ability to tap into the nightmares of others is truly terrifying. You can cast the cause fear spell once per day with this trait using Charisma as your spellcasting ability. You can't cast it with it again until you finish a long rest. You can also cast the spell using any spell slots you have.
Old Blood Scalation
Your ancestral genetics are so infused with raw magic that it hardens your scales. You can choose to use Charisma instead of either Dexterity or Constitution for calculating your AC when using your Dragon Scales feature.
Organic Weaponry
Prerequisites: Ancient Advancement, Sharp as Steel
Your body is that of a living weapon. The damage dice of your natural weapons increases to 1d12.
This trait replaces the Sharp as Steel trait.
Paralyzing Breath
Prerequisite: Young Advancement, Silver Dragon
You can use a charge of your breath weapon to exhale paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw equal to your Dragon's Wrath DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Perfect Etchings
Prerequisite: Ancient Advancement, Sigil Empowerment
Your arcane sigils are marked with perfection. You get a +3 bonus to attack and damage rolls made with your natural weapons and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This trait replaces the Sigil Empowerment trait.
Poison Immunity
Prerequisite: 9th level, Deep Dragon
Your draconic lineage empowers your body. You gain immunity to poison damage.
Powerful Tail
Your tail has become well adapted for use in combat. Your tail becomes a natural weapon that counts as an unarmed strike for you. It has a reach of 10 feet and uses your choice of Strength or Dexterity for its ability modifier. On a hit, it deals 1d6 + the chosen modifier bludgeoning damage. A creature hit by your tail must make a Strength saving throw against your Dragon's Wrath DC. On a failed save, it is knocked prone.
Psychic Immunity
Prerequisite: 9th level, Amethyst Dragon
Your draconic lineage empowers your body. You gain immunity to psychic damage.
Quick Claws
Prerequisite: 3rd level
Your quick reflexes allow you to strike more often. Whenever you take the Attack action and make at least one attack with your claws, you can use your bonus action to make one additional claw attack.
Reflexes of the Ancients
You are very familiar with the long history of draconic combat. You add either your Intelligence, Wisdom, or Charisma modifier to your initiative rolls.
Reinforced Armored Scales
Prerequisite: Adult Advancement, Armored Scales
Your scales have hardened, granting you greater protection. Your AC is now equal to 12 + your Dexterity Modifier + your Constitution modifier.
This trait replaces the Armored Scales trait.
Relentless Exhalation
Prerequisite: 10th level
The power of your breath weapon is seemingly unmatched. Your breath weapon ignores resistances.
Repulsion Breath
Prerequisite: Young Advancement, Bronze Dragon
You can use a charge of your breath weapon to exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw against your Dragon's Wrath DC. On a failed save, the creature is pushed 40 feet away from you.
Sandstorm
Prerequisite: 3rd level, Blue dragon
You conjure a sandstorm to buffet your foes. You can cast the gust of wind spell without the need for material components and without expending a spell slot. When you cast the spell using this trait, a creature that ends its turn in the area must make a Constitution saving throw against your Dragon's Wrath DC or be blinded until the end of its next turn. You can't cast that spell with it again until you finish a long rest. You can also cast the spell using any spell slots you have.
Sapphire Psionics
Prerequisite: Young Advancement, Sapphire Dragon
Your innate psionic power has awakened. You can cast the dissonant whispers and hold person spells without the need for material components once per day each with this trait. You can't cast those spells with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
Scintillating Radiance
Prerequisite: Adult Advancement, Crystal Dragon
Your breath weapon has evolved along with you. After using your breath weapon, you gain temporary hit points equal to your Great Wyrm level.
Shadow Puppeteer
Prerequisite: 10th level, Shadow Dragon Ancestry
You have mastered the art of controlling the shadows of others. You can now create and control a number of Corpse Shadows equal to your proficiency bonus.
Shape Changer
You have unlocked the ancient draconic art of shapeshifting. As an action you can polymorph into a Medium or Small humanoid creature, or back into your draconic form. You retain your game statistics and you lose any abilities that rely on parts of your body that you don't have in your humanoid form.
Any equipment you are wearing when you transform is absorbed into your being and are inert and inactive while in the opposite form.
Sharp as Steel
Prerequisites: Adult Advancement, Keratinous Growth
You've learned to use your body's defenses as deftly as any trained warrior. The damage dice of your natural weapons increases to 1d10.
This trait replaces the Keratinous Growth trait.
Sigil Empowerment
Prerequisite: Adult Advancement, Arcane Sigils
You have refined the sigils on your scales. You get a +2 bonus to attack and damage rolls made with your natural weapons and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This trait replaces the Arcane Sigils trait.
Singularity's Pull
Prerequisite: Adult Advancement, Amethyst Dragon
Your breath weapon has evolved along with you. A creature that fails the save against your breath weapon has its speed reduced to 0 until the start of your next turn.
Size Matters
Prerequisite: Young Advancement
You can throw your weight behind every move, causing chaos around those smaller than you. Once per turn you can gain advantage on an attack roll you make against a creature that is smaller than you. Additionally, you cannot be nonmagically shoved or grappled by creatures smaller than you.
Sleep Breath
Prerequisite: Young Advancement, Brass Dragon or Moonstone Dragon
You can use a charge of your breath weapon to exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your Dragon's Wrath DC or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Slowing Breath
Prerequisite: Young Advancement, Copper Dragon
You can use a charge of your breath weapon to exhale gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your Dragon's Wrath DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Spell Repellent
Prerequisite: 13th level, Bloodscale Ancestry
The dragon blood coating your scales makes you resistant to magic. While in a blood fury, you have advantage on saving throws against spells and other magical effects.
Spellsong Reflexes
Prerequisite: 3rd level, Song Dragon Ancestry
The draconic magics in your lilting melodies empower those around you into action. Whenever you or an ally within 30 feet of you roll for initiative, you can use your reaction to expend a spell slot of 1st-level or higher. When you do, you or an ally within range gain a bonus to the roll equal to the spell slot expended.
Spontaneous Revival
Prerequisite: 5th level, Dracolich Ancestry
Your undead nature allows you to shrug off most 'mortal' wounds. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC equal to your proficiency bonus + the damage taken). On a success, you instead drop to 1 hit point. You can choose to consume souls when you succeed on the save, gaining a number of hit points equal to the number of souls consumed.
After the saving throw succeeds, you can't use this trait again until you finish a long rest.
Starstorm
Prerequisite: 15th level, Solar Dragon
You can rapid fire your photonic breath. When you expend a use of your breath weapon, you can use your bonus action to expend another use. You can also use your reaction to expend another use in the same turn. Once you have used this trait, you can't do so again until you finish a long rest.
Sticky Pads
Prerequisite: You have a climb speed
The pads of your hands and feet adhere to most surfaces. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Sun Spots
Prerequsite: 9th level, Solar Dragon
The heat of your blasts linger. The area from your photonic breath remains for a number of rounds equal to half your proficiency bonus. A creature that enters the area for the first time or starts its turn there makes a saving throw against your photonic breath. On a failed save it takes half the damage it would normally deal, a successful save halves that damage.
Swift Reflexes
Your instincts are impeccable when needing to dodge incoming attacks. You can take the Dodge action as a bonus action.
Tail Sweep
Prerequisite: 5th level, Powerful Tail
You spin in place, swinging your tail at every enemy at once. Make a single attack with your tail against each creature within its reach. A creature that is hit by the attack takes half the damage dealt, is pushed back 5 feet, and automatically fails the saving throw against being knocked prone. You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
The Shadowfell Approaches
Prerequisite: 3rd level, Shadow Dragon Ancestry
You can cast the darkness spell once per day with this trait using Charisma as your spellcasting ability. You can't cast it with it again until you finish a long rest. You can also cast the spell using any spell slots you have.
Topaz Psionics
Prerequisite: Young Advancement, Topaz Dragon
Your innate psionic power has awakened. You can cast the bane and create or destroy water spells without the need for material components once per day each with this trait. You can't cast those spells with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
Twinned Resonance
Prerequisite: 7th level, Song Dragon Ancestry
The magic of your song spreads to others with ease, Whenever you cast a spell that targets only you or an ally within 15 feet of you, you can have the spell also target another ally within 15 feet of the first target.
Undead Viscount
Prerequisite: 9th level, Dracolich Ancestry
From your own undead ritual you have learned how to raise undead yourself. You learn the animate dead spell and can cast it a number of times per day equal to your Charisma modifier. When you cast the spell using this trait, instead of requiring a corpse it consumes a soul from your phylactery to make a skeleton or zombie. When the undead created by the spell would normally be released from your control, they die and disintegrate into dust.
Unknowable Etchings
Prerequisite: 5th level, Hidecarved Ancestry
You gain the following boon that you can choose when using your Mystical Protection:
Unknowable Etchings. When you activate this boon, you cast the nondetection spell on yourself without the need for material components.
Unifying Orator
Prerequisite: 10th level, Song Dragon Ancestry
The magics of your voice cross all cultural boundaries. You are permanently under the effects of the tongues spell.
Unrelenting Force
Prerequisite: 5th level, Hidecarved Ancestry
You gain the following boon that you can choose when using your Mystical Protection:
Unrelenting Force. When you activate this boon, you cast the haste spell on yourself without the need for material components.
Variable Appendages
You have honed your body into a perfect killing machine. Choose whether to use your Strength or Dexterity modifiers for attack and damage rolls made with your natural weapons.
Venomous Fangs
When you hit a creature with a bite attack, it must make a Constitution saving throw against your Dragon's Wrath DC. On a failed save the creature is poisoned until the end of your next turn.
Vent Heat
Prerequisite: Young Advancement, Solhalysis Dragon
You can use a charge of your breath weapon to release the heat built up in your body as a destructive force. Each creature within 10 feet of you must make a Dexterity saving throw against your Dragon's Wrath DC. On a failed save a creature takes your dragon's breath weapon damage as fire damage, or half as much on a successful save.
Vibrational Senses
Prerequisite: You have a burrow speed
Your time burrowing through the earth has taught you how to sense life via vibrations. You have tremorsense out to a range of 30 feet.
Vicious Assault
Prerequisite: 3rd level
You have perfected how you use your natural weapons with deadly efficiency. Your natural weapons score a critical hit on a roll of 19 or 20.
Waking Nightmare
Prerequisite: Young Advancement, Deep Dragon
The spores of your breath weapon alter the minds of those effected. A creature that fails the saving throw against your Nightmare Breath is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Wandering Wyrm
You've been through many environments and adept at traversing them. Your walking speed increases by 10 feet and you ignore nonmagical difficult terrain.
Weakening Breath
Prerequisite: Young Advancement, Gold Dragon
You can use a charge of your breath weapon to exhale gas in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw against your Dragon's Wrath DC or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Weight Training
Prerequisite: Bulky Build
You can wear heavy armor and still use your fly speed.
Winding Coils
Prerequisite: Dexterity of 17 or higher
You can manipulate your body like a serpent. Moving out of the threat range of a hostile creature does not provoke attacks of opportunity.
Wing Attack
Prerequisite: 13th level
You beat your wings to escape your foes. As an action you begin to flap your wings and each creature within 10 feet of you must succeed on a Dexterity saving throw against your Dragon's Wrath DC. On a failed save a creature takes 3d6 bludgeoning damage and is knocked prone. You can then fly up to half your fly speed without provoking opportunity attacks.
Wing Shield
Your quick reflexes can defend your allies. When a friendly creature within 5 feet of you is the target of the attack, you can use your reaction to attempt to shield them with your wing. The creature making the attack has disadvantage on the roll.
Winter Wonderland
Prerequisite: 9th level, White Dragon
Your love of the cold allows you to bring winter wherever you go. You can cast the sleet storm spell once per day with this trait using Charisma as your spellcasting ability. You can't cast it with it again until you finish a long rest. You can also cast the spell using any spell slots you have.
Young Exhalation Upgrade
Prerequisite: Young Advancement
As you grow in strength, so does your breath weapon. The damage dice of your breath weapon become d8's.
Archetypes
Dragon Themed Archetypes
In this section there are several archetypes featuring draconic powers and anti-dragon techniques. These archetypes were my first attempt at homebrewing archetypes for 5e years ago, so they are a bit rough around the edges. Their inclusion here is to get them all cleaned up and balanced out. As such, there are a few things to note about these archetypes in particular.
The Dragon's Minions
Several features within the archetypes reference the minions of dragons. These minions are to allow the "dragon killer" themed archetypes to get some more versatile goodies instead of only being useful when actually fighting the dragons themselves, which might not happen as often as one wants.
Some dragons create cults in their name, some simply have a horde of kobolds. A Red dragon may have a human cult of worshipers, a Blue might have enslaved a desert thri-kreen tribe. Any lesser beings that directly serve a dragon in some way is considered a minion of the dragon. When fighting these minions, your features will give you special bonuses. However you must first know they are the minions of a dragon and not some random unrelated foes.
Your DM determines the dragon’s minions and how you find out that they serve a powerful wyrm. Without that knowledge your features will not function to their full potential, so make sure to do your homework when you suspect there might be dragons about! Additionally, thanks to the niche nature of these archetypes, some may seem more on the powerful side to cover the fact that they're only useful against dragons and their minions.
Repetition
You'll notice that some of the dragon themed archetypes might share similar features. This is mostly due to how old these archetypes are, but it does allow multiple classes a degree of shared draconic lore. Every class plays different, so the occasional overlap in ability should not affect how the game is played unless your entire party is going to play the same class.
Barbarian
Path of the Bloodscale Fury
Bloodscale Furies are powerful barbarians who harness the power of their draconic blood to cover themselves in bleeding dragon scales, making them both tough and terrifying.
Path of the Boodscale Fury Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Bloodscale Hardening, Horrific Armoring |
| 6th | Slick Scales |
| 10th | Dragon's Heirloom |
| 14th | Speed of the Wyrm |
Bloodscale Hardening
Beginning at 3rd level, draconic scales cover patches of your body. When you rage, blood wells up around these scales, magically hardening them. As long as you are not wearing armor, you gain a +1 bonus to your AC while raging. This bonus increases to +2 at 11th level, and to +3 at 16th level.
Horrific Armoring
Also at 3rd level, the blood emerging from your scales terrifies onlookers. When you rage for the first time in a turn, each creature within 15 feet of you that can see you must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier or be frightened of you for 1 minute. A creature frightened by you can make the saving throw again at the end of its turns, ending the effect on a success. A creature that makes the save is immune to this feature for 24 hours.
Slick Scales
At 6th level your scales are fully coated in blood when you rage, causing your enemies weapon attacks to slide harmlessly off you. Whenever a creature misses you with a melee weapon attack, it has disadvantage on the next melee weapon attack made against you before the end of your next turn. This feature has no effect if the creature already has disadvantage on an attack made against you.
Dragon's Heirloom
Starting at 10th level, the blood that oozes over your scales revitalizes you. When you rage for the first time in a turn, you gain temporary hit points equal to your Constitution modifier + half your level. You lose these temporary hit points when your rage ends.
Speed of the Wyrm
At 14th level your blood coating gives you a supernatural adrenaline rush when you rage. Whenever you rage for the first time in a day, you gain the following benefits:
- Your speed increases by 10 feet.
- You can make one additional attack when you take the attack action on your turn.
- You have advantage on Dexterity checks and Dexterity saving throws.
This effect lasts for a number of rounds equal to your Constitution modifier.
Bard
College of Dragonsong
The college of Dragonsong use ancient and powerful draconic magics to amplify their talents. This special magic is known as dragonsong, a very rare and old performance art created by dragons millenia ago.
Bards who are a part of the College of Dragonsong are often well respected by dragons for their dedication to such an old practice, however can be misunderstood by others due to the strange nature of the draconic language when sung.
College of Dragonsong Features
| Bard Level | Feature |
|---|---|
| 3rd | Draconic Understanding, Song of Resistance |
| 6th | Song of Draconic Restoration |
| 14th | Song of Flight |
Draconic Understanding
Starting at 3rd level you understand how to use the charismatic nature of dragons to your advantage when dealing with them. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Additionally you can speak, read, and write Draconic if you could not already.
Song of Resistance
Beginning at 3rd level, the magic of your dragonsong grants you defenses against the elemental effects of dragons. Choose acid, cold, fire, force, lightning, necrotic, radiant, poison, psychic, or thunder. You have resistance to the chosen damage type.
Additionally, whenever a creature rolls a bardic inspiration die granted by you, they have resistance to the same damage type until the end of their next turn.
At 11th level, you choose a second element to resist, this resistance also applies your creatures when rolling bardic inspiration dice granted by you.
Song of Draconic Restoration
At 6th level, your knowledge of weaving dragonsong into your magic helps revitalize your allies. Whenever you use your Song of Rest feature, each creature affected gains temporary hit points equal to your level + your proficiency bonus.
Song of Flight
Starting at 14th level your dragonsong magic imbues those around you with the ability to fly. As an action, you can grant a number of creatures equal to your Charisma modifer within 60 feet of you that you can see a fly speed of 40 feet for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Cleric
Dragon Domain
Clerics of the dragon domain see the creatures as living gods, and strive to emulate them in all things.
Dragon Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Spiritual Understanding, Draconic Teachings, |
| 2nd | Channel Divinity: Frightful Presence |
| 6th | Divine Elements |
| 8th | Dragon's Smite |
| 17th | Draconic Visage |
Domain Spells
You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work.
Dragon Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | absorb elements, chromatic orb |
| 3rd | dragon's breath, nathair's mischief |
| 5th | fly, protection from energy |
| 7th | charm monster, polymorph |
| 9th | dominate person, summon draconic spirit |
Spiritual Understanding
At 1st level your worship of dragons allows you access to ancient texts involving draconic lore. Whenever you make a Religion or History check relating to or interacting with dragons, your proficiency bonus is doubled for the check.
Additionally you can now speak, read, and write Draconic if you could not already.
Draconic Teachings
Also at 1st level, you learn one sorcerer cantrip of your choice. You also gain proficiency in the Intimidation and Persuasion skills.
Channel Divinity: Frightful Presence
Beginning at 2nd level you can use your Channel Divinity to exert an aura of draconic power, causing enemies to flee. As an action, each creature of your choice that is within 30 feet of you that can see you must succeed on a Wisdom saving throw equal to your spellsave DC or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightful presence for the next 24 hours.
Divine Elements
At 6th level you can use your draconic powers to shield those around you from the elements. Whenever you cast a spell that targets you or a friendly creature, choose acid, cold, fire, force, lightning, necrotic, radiant, poison, psychic, or thunder. The target of the spell has resistance to the chosen damage type for 1 minute. Once a target has been affected by this feature, it can't be affected by it again for 24 hours.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Draconic Visage
At 17th level you can infuse your very being with draconic power, you gain the following benefits for 1 minute.
- You have a fly speed equal to your walking speed.
- The range of your Channel Divinity: Frightful Presence increases to 60 feet.
- When you make a Dexterity saving throw to avoid damage from a spell, you only take half damage on a failed save, and take no damage on a successful save.
- Whenever you use your Divine Elements feature, both you and the target of the spell gain immunity to the chosen damage type until the end of your next turn.
Once you've used this feature, you can't do so again until you finish a long rest.
Druid
Circle of the Hidecarved
Druids of the Hidecarved have extremely thick skin thanks to their draconic blood. They etch magical runes into their bodies granting them supernatural defenses.
Circle of the Hidecarved Features
| Druid Level | Feature |
|---|---|
| 2nd | Tough Hide, Spell Armor |
| 6th | Dragon Shape |
| 10th | Antimagic Armoring |
| 14th | Shape Carving |
Tough Hide
At 2nd level, your draconic heritage grants you much thicker skin than most. Your base AC is 13 + your Dexterity modifier, and you get a +1 bonus to your AC while wildshaped.
Spell Armor
Also at 2nd level you have carved ancient draconic runes into your skin, granting you protection from the supernatural. As an action you can harness the magic of your runes, when you do, you gain resistance to damage from spells for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Dragon Shape
Starting at 6th level, your draconic blood allows you to shape into forms befitting your heritage. You can use your Wild Shape to transform into creatures with the dragon type.
Antimagic Armoring
Beginning at 10th level, the magic of your runes allows you to deflect incoming magic. Whenever you fail a saving throw against a spell or magical ability, you can use your reaction to instead succeed on the save. You can use this ability a number of times equal to your proficiency bonus, and regain all uses after you finish a long rest.
Shape Carving
At 14th Level, your draconic runes persist when transformed. Whenever you use wildshape, you gain temporary hit points equal to the wildshaped creature's CR + half your druid level. If you wildshape into a dragon, you double the number of temporary hitpoints gained.
Fighter
Dragonslayer
Few can be considered as brave or as legendary as the mighty dragonslayer. Heroes to the masses, scourges to the draconic, these folk come from all walks of life with a singular purpose: to stomp out the terror of the skies. Dragonslayers are no pushovers against the minions of the great wyrms either, as the slayers are used to cutting through throngs of lesser beings in order to catch their draconic prize.
Dragonslayer Features
| Fighter Level | Feature |
|---|---|
| 3rd | Slayer's Initiation |
| 7th | Slayer's Intuition |
| 10th | Aerial Strike |
| 15th | Layer Delver |
| 18th | Iron Slayer |
Slayer’s Initiation
Beginning at 3rd level you undertake your training as a mighty slayer of dragons. You learn their tongue and how to deal with both them and their minions with precision strikes. You gain a bonus to attack and damage rolls against dragons and their minions equal to half your proficiency bonus (minimum +1).
Additionally, you learn to speak, read, and write draconic if you don't already know it.
Slayer’s Intuition
Starting at 7th level, you have dealt with draconic forces enough to anticipate their nature. You have advantage on saving throws made against a dragon's breath weapon and frightful presence.
Additionally, whenever you make a Charisma (Intimidation) check against a dragon’s minions, your proficiency bonus is doubled for the check.
Aerial Strike
At 10th level you're adept at knocking the mighty beasts out of the sky. The first time in a turn you hit a dragon that is flying with a ranged weapon attack, the target must make a Constitution saving throw equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the dragon uses its reaction to land in the nearest unoccupied space. If the dragon descends at least 60 feet before landing in this manner, it takes 3d6 bludgeoning damage and its speed is reduced to 0 until the end of your next turn.
Any of the dragon's minions that is mounted on it when the dragon lands takes 3d6 bludgeoning damage and has disadvantage on its next attack roll before the end of your next turn.
Lair Delver
At 15th level, you're used to trudging through the treacherous terrain of a dragon’s lair. You have advantage on saving throws and ability checks made against a dragon’s Lair Actions.
Additionally, you ignore difficult terrain while in the dragon’s lair.
Iron Slayer
At 18th level, you have mastered the dangerous craft of slaying dragons and their minions. As such you know how to lessen the blows they make against you. You have resistance to all damage deal by dragons, and resistance to slashing, piercing, and bludgeoning damage dealt by a dragon's minions.
Monk
Way of Dragon Fall
Monks who follow the Way of Dragon Fall focus on manipulating their ki into powerful dragon slaying techniques.
Way of Dragon Fall
| Monk Level | Feature |
|---|---|
| 3rd | Dragon Bane Fists, Scale Rend |
| 6th | Breath Resistance |
| 11th | Sundering Blows |
| 17th | Harden Skin |
Dragon Bane Fists
Beginning when you take this archetype at 3rd level, your ki flows without issue against dragons and their ilk. When you hit a dragon or a dragon's minion with an unarmed strike using your attack action, you can use your flurry of blows without expending any ki points against the same target.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
Additionally, you can speak, read, and write draconic if you couldn't already.
Scale Rend
Also at 3rd level you are able to make use of your ki to soften dragon scales. Whenever you hit with an unarmed strike against a dragon or a dragon's minion, you can spend 2 ki points. When you do, the target's AC is reduced by 2 until the end of your next turn.
Breath Resistance
At 6th level you have learned to hone your body against the might of dragon's breath. Whenever you make a saving throw against a source dealing acid, cold, fire, force, lightning, necrotic, radiant, poison, psychic, or thunder damage, you can spend 3 ki points. When you do, you gain resistance to the chosen damage type until the end of your turn.
Sundering Blows
Starting at 11th level, you learn to how to mute a creature's natural defenses with your strikes. While a creature has its AC reduced by your Scale Rend feature, it loses any damage resistances and damage immunities it has.
Harden Skin
At 17th level you have spent much time studying dragons and can tense your body in just the right ways to shrug off their blows. Whenever you are hit by an attack made by a dragon or a dragon's minion, you may spend an amount of ki points up to your proficiency bonus. When you do, until the start of your next turn, you get a bonus to AC equal to the amount of ki points spent, including against the triggering attack.
Ranger
Dragon Stalker
Dragonstalkers are rangers who have devoted their lives to to the understanding and hunting of dragons.
Dragon Stalker Features
| Ranger Level | Feature |
|---|---|
| 3rd | Dragon Stalker Magic, Stalker's Instincts |
| 7th | Hitting the Mark |
| 11th | Skyslayer Shot |
| 15th | Stalker's Confidence |
Dragon Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragon Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Dragon Stalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | featherfall |
| 5th | dragon's breath |
| 9th | haste |
| 13th | raulothim's psychic lance |
| 17th | hold monster |
Stalker's Instincts
Beginning at 3rd level your instincts have been honed specifically to hunt dragons and their minions. You gain the following benefits:
- While you have a dragon or one of its minion's marked, such as by the Favored Foe feature or the hunter's mark spell, you have advantage on attack rolls against the marked target.
- When you succeed on a Wisdom (Survival) check to track dragons, you are aware of any dragon within 5 miles of you for for a number of hours equal to half your ranger level.
- You can speak, read, and write draconic if you don't already know it.
Hitting the Mark
At 7th level your draconic quarry can't escape your dogged pursuit of them. Whenever a mark on a dragon or a dragon's minion placed by you causes it to take damage, you add your proficiency bonus to the damage roll.
Additionally, while a dragon is marked, you know the exact location of its lair as long as it is within 10 miles of you.
Skyslayer Shot
Starting at 11th level, you can knock dragons out of the sky with a well placed shot. Whenever you score a critical hit against a dragon that is in the air, the dragon uses its reaction to land in the nearest unoccupied space. If the dragon descends at least 60 feet before landing in this manner, it takes 3d6 bludgeoning damage and its speed is reduced to 0 until the beginning of your next turn. Any minion on the dragon when it lands has disadvantage on saving throws to not be knocked off of the dragon.
Additionally, your weapon attacks against dragons score a critical hit on a roll of 19 or 20.
Stalker's Confidence
At 15th level, you're ability to maintain focus when under fire is absolute. You have advantage on saving throws to maintain concentration on your spells.
Additionally, when making a ranged weapon attack against a dragon, your range is doubled and you do not suffer disadvantage for making ranged weapon attacks at long range.
Rogue
Hoardstealer
Whether they are the bravest or craziest, Hoardstealers are beneath petty thievery, believing that pilfering a dragon's treasury is the best way to make a name for yourself.
Hoardstealer Features
| Rogue Level | Feature |
|---|---|
| 3rd | Deep Pockets, Treasure Dowsing |
| 9th | Vanishing Act |
| 13th | Lair Mastery |
| 17th | Between the Scales |
Deep Pockets
Starting at 3rd level you've learned how to create extradimensional spaces to better carry treasure. You can spend ten minutes and 50gp enchanting a pouch or other small container, turning it to bag of holding (see page 153 of the DMG for details). You can only have one of these special bags made at a time. If you attempt to create a second, the first one is destroyed and any objects within its confines spill forth onto the ground around you.
Treasure Dowsing
Also at 3rd level, you have learned how to seek out a dragon's hoard. As an action, you can cast the locate object spell without the need for material components. When the spell is cast this way, instead of looking for a specific object, the spell allows you to sense the presence of any items that are part of a dragon's hoard within 1 mile of you and where the location of those items are.
You can cast the spell this way a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Vanishing Act
At 9th level, you move with ease and grace when trying to remain undetected. You can move your full movement when trying to move silently instead of half, and you no longer suffer disadvantage on Dexterity (Stealth) checks while wearing medium or heavy armor.
Additionally, dragons and their minions have disadvantage on Wisdom (Perception) checks made to find you while you are hidden from them.
Lair Mastery
Beginning at 13th level, you know how to make your way through a dragon's lair like no one else. You have advantage on Wisdom (Perception) checks made to spot traps and Dexterity (Sleight of Hand) checks made to disarm traps.
Additionally, the extradimensional space created by your Deep Pockets feature now functions the same as a portable hole (see page 185 of the DMG).
Between the Scales
Starting at 17th level, locating a dragon's weakness is easy for you. Whenever you score a critical hit against a dragon, you can roll your Sneak Attack damage against it even if you do not meet the requirements or you have already used your Sneak Attack this turn.
Warlock
Dragon Lord Patron
Your patron is an ancient and powerful dragon that believes you worthy of its time. Perhaps it is curious to see what a mortal can do with such power, or maybe you found a teacher in a very unlikely place.
Dragon Lord Features
| Warlock Level | Feature |
|---|---|
| 1st | Bonus Cantrip, Expanded Spell List, Draconic Empowerment Dragon's Senses |
| 6th | Gift of the Draconic |
| 10th | Adept Draconic Casting |
| 14th | Dragon's Magus |
Bonus Cantrip
When you choose this patron at 1st level, you learn one cantrip of your choice. The chosen cantrip must deal damage and require an attack roll or saving throw.
The chosen cantrip is affected by your blast shapes where it makes sense for the spell to have such a function, but cannot be altered by blast shapes with the transfiguration tag.
Expanded Spell List
The Dragon Lord lets you choose from an expanded list of spells for you to cast as invocations. You add the following spells to your list of invocations known at the following levels. These do not count against your number of invocations known.
Dragon Lord Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | absorb elements, identify |
| 2nd | alter self, rime's binding ice |
| 3rd | ashardalon's step, protection from energy |
| 4th | charm monster, raulothim's psychic lance |
| 5th | seeming, summon draconic spirit |
Draconic Empowerment
At 1st level, the dragon lord you serve fills your veins with its arcane power. Choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Whenever you cast a spell of 1st level or higher that deals damage and only targets one creature, you can choose to add 1d4 damage of the chosen type to the damage of the spell. You can add this damage to your spells a number of times equal to your proficiency bonus, and regain all uses when you finish a short or long rest.
This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Dragon's Senses
Also at 1st level, you gain darkvision out to a range of 60 feet and blindsight out to a range of 10 feet. If you already have darkvision from your race, its range increases by 30 feet. If you already have blindsight from your race, its range increases by 5 feet.
Gift of the Draconic
At 6th level, your patron's power comes easiest when using their own spells. Whenever you cast a spell from your Expanded Spell List, you cast it at one spell level higher, to a maximum of 6th level.
Adept Draconic Casting
Starting at 10th level your patron's magic allows you to weave their spells with better control. You ignore verbal and somatic components for spells cast from your Expanded Spell List.
Additionally, once per turn when a creature makes a saving throw against one of your spells, you can use your reaction to force that creature to make the save with disadvantage.
Dragon's Magus
Beginning at 14th level, you have mastered your patron's spells. Whenever you cast a spell from your Expanded Spell List for the first time in a turn, it doesn't expend a spell slot if this is the first time you've cast a spell since finishing a long rest.
Wizard
Draconologist
Dracoinologists are wizards who have devoted their lives to the study of dragons and their ilk. Through research and the arcane arts they have found ways to augment their magic to be more draconic in nature.
Draconologist Features
| Wizard Level | Feature |
|---|---|
| 2nd | Draconology, Dragon Magery |
| 6th | Helix Embodiment |
| 10th | Summon Draconic Steed |
| 14th | Hellkite Magery |
Draconology
Beginning when you take this archetype at 2nd-level, your studies have made you an expert on everything draconic. You gain the following benefits:
- You can speak, read, and write draconic.
- You have advantage on any Intelligence skill check relating to dragons
- When you cast find familiar, you can choose to summon a pseudodragon.
Dragon Magery
Also at 2nd level, your study of dragons allows you to infuse your magic with their majesty. As a bonus action you can choose one of the draconic embodiments to bolster your magic.
Dragon's Breath. Whenever you cast a spell of 1st-level or higher that deals either acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, you can use your reaction to bolster the spell. When you do, one creature affected by the spell takes additional damage equal to your proficiency bonus.
Dragon's Claws. Whenever you cast a spell of 1st-level or higher that uses a melee spell attack roll, you can use your reaction to bolster the spell. When you do, the spell gains a bonus to attack and damage rolls equal to your proficiency bonus.
Dragon's Presence. Whenever you cast a spell of 1st-level or higher that forces a creature to make a saving throw, you can use your reaction to bolster the spell. When you do, one creature affected by the spell has disadvantage on the initial saving throw.
Dragon's Scales. Magical scales coat your body. You gain a +1 bonus to your AC.
Dragon's Senses. Your senses sharpen to an inhuman degree. You gain blindsight out to a range of 30 feet.
Dragon's Wings. Spectral wings sprout from your back. You gain a fly speed equal to your walking speed.
Your draconic embodiment lasts for 1 minute. While you have a draconic embodiment active, you can use your bonus action to expend a spell slot of 1st-level or higher. When you do, you can change to a different embodiment. This does not refresh the embodiment's duration.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest, unless you expend a spell slot of 1st level or higher to activate another embodiment.
Helix Embodiment
At 6th level, your studies have allowed you to better embody the dragons you research. You can now activate two draconic embodiments at once with a single bonus action.
If you choose to change embodiments while both are still active, you can only change one at a time.
Summon Draconic Steed
Starting at 10th level, your research has taught you how to summon a dragon to your aid. You add the Find Greater Steed spell to your spellbook. The spell is always prepared, does not count against the number of spells you can prepare, and counts as a wizard spell for you.
When you cast the spell, you summon a Dragonnel (Fizban's Treasury of Dragons pg. 190) instead of the listed options.
Hellkite Magery
At 14th level, your knowledge of dragons is second to none. When you use your Dragon Magery feature, your dragon embodiments gain additional abilities.
Dragon Breath. The additional damage now applies to all creatures affected by the spell.
Dragon Claw. The spell ignores resistances to the damage type of the spell.
Dragon Presence. A second creature affected by the spell has disadvantage on its initial saving throw.
Dragon Scales. The AC bonus increases to to +2.
Dragon Senses. Your blindsight increases to 60 feet.
Dragon Wings. Your fly speed is doubled and you can hover.
Feats
Draconic Growth Spurt (Young)
Prerequisites: 7th level, Dragon Wyrmling, not a great wyrm
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain the Young Advancement class feature from the Great Wyrm class.
- You gain a draconic trait of your choice that has Young Advancement as a prerequisite. You must meet all other prerequisites for the trait.
Draconic Growth Spurt (Adult)
Prerequisites: 13th level, Dragon Wyrmling, Draconic Growth Spurt (Young), not a great wyrm
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain the Adult Advancement class feature from the Great Wyrm class.
- You gain a draconic trait of your choice that has Adult Advancement as a prerequisite. You must meet all other prerequisites for the trait.
Draconic Growth Spurt (Ancient)
Prerequisites: 18th level, Dragon Wyrmling, Draconic Growth Spurt (Adult), not a great wyrm
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain the Ancient Advancement class feature from the Great Wyrm class.
- You gain a draconic trait of your choice that has Ancient Advancement as a prerequisite. You must meet all other prerequisites for the trait.
Genetic Awakening
Prerequisites: Dragon Wyrmling
You gain a draconic trait of your choice. You must meet all prerequisites for the trait.
You can select this feat multiple times. Each time you do so, you must choose a different draconic trait.
Spells
Andragaul's Topaz Bolts
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A topaz worth 25gp)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You access the entropy of the topaz, slinging three bolts of necrotic energy. You can hurl them at one target or several.
Make a ranged spell attack for each bolt. On a hit, the target takes 2d4 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st.
Valzeya's Avarice
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the scale of an adult red dragon)
- Duration: Concentration, up to 10 minutes
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
For the duration, you inherently know the exact currency value of various objects within 30 feet of you. These objects include gems, art pieces, weapons, armor, and wonderous items. At your DM's discretion, you may also know the value of other objects around you.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Verdantavis' Carvings
1st-level transmutation
- Casting Time: 10 minutes.
- Range: Self
- Components: V, S, M (the tonuge of an ancient green dragon)
- Duration: Concentration, up to 1 hour.
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You paint your body with magical draconic runes giving you a level of supernatural ability. While concentrating on this spell you can cast one of the following spells without the need for components: disguise self, false life, or longstrider. The chosen spell ends if you attempt to cast another spell with Verdantavis' Carvings.
Wuzan's Heroics
1st-level enchantment
- Casting Time: 1 reaction, which you take when a creature within 5 feet of you is hit by a melee attack.
- Range: 5 feet
- Components: V, S, M (the scale of an adult bronze dragon)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You lash out at a creature trying to harm an ally using powerful repulsion magic. The target makes a Strength saving throw. On a failed save the creature takes 2d6 bludgeoning damage and is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
Authturahce's Crystal Beam
2nd-level evocation
- Casting Time: 1 action
- Range: 60-foot line
- Components: V, S, M (A crystal worth 75gp)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You harness the power of the crystal, firing a beam of radiant energy in a line emanating from you. Each creature in the line must make a Dexterity saving throw. A target takes 4d8 radiant damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.
Baltax's Droning
2nd-level enchantment
- Casting Time: 1 minute.
- Range: 5 feet
- Components: V, S, M (the scale of an adult brass dragon)
- Duration: 10 minutes
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You strike up a conversation with the target, droning on and on about whatever boring stories you wish to tell. The creature makes a Constitution saving throw. On a failed save it falls unconscious for the spell's duration. The sleeper wakes early if it takes damage, or someone uses an action to shake or slap the sleeper awake.
Hellkite's Wing Buffet
2nd-level conjuration
- Casting Time: 1 action
- Range: Self (10 feet)
- Components: S, M (a piece of a dragon's wing)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
For a brief moment, spectral draconic wings appear around you, forcing back your foes. Each creature within 10 feet you makes a Strength saving throw. On a failed save, a creature takes 4d4 bludgeoning damage and is pushed back 10 feet. On a successful save a creature takes half damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Mortruexx' Shadow Jaunt
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the horn of an ancient black dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You wreath yourself in shadow magic connecting you to the natural shadows around you. While you are in dim light or darkness, you can use a bonus action on each of your turns to teleport to an unoccupied space within 30 feet of you that is also in dim light or darkness.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range you can teleport increases by 10 feet for each slot level above 2nd.
Nysiris' Vengeance
2nd-level evocation
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
- Range: 30 feet
- Components: V, S, M (the scale of an adult white dragon)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
The creature that damaged you is momentarily encased in a cloud of frozen air. The creature must make a Constitution saving throw. On a failed save, it takes 5d4 cold damage and is blinded until the end of its next turn. On a successful save the target takes half as much damage and not blinded.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, damage increases by 1d4 for each slot level above 2nd.
Cyraxis' Icicle Serrations
3rd-level conjuration
- Casting Time: 1 reaction, which you take in response to being hit by a melee attack.
- Range: Self
- Components: V, S, M (the eye of an ancient white dragon)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You bristle with razor sharp ice in response to trauma. As a reaction to being hit by a melee attack, spikes of ice erupt from your skin, spearing the attacker. The creature must make a Dexterity saving throw. On a failed save, it takes 3d10 cold damage and it's speed is reduced to 0 until the end of your next turn. On a successful save it takes half as much damage and doesn't have its speed reduced.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slot level above 3rd.
Thalia's Ploy
3rd-level illusion
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (the scale of an adult copper dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
Several illusory duplicates of yourself spring up, each one appearing to be of a different race. Each creature of your choice that enters the area for the first time, or starts its turn there must make a Wisdom saving trow. On a failed save, the creature is frightened as it perceives various people of all different races, but each one appears to be you in some fashion wandering about. While frightened by the spell, the area is considered difficult terrain as an affected creature tries to avoid the duplicates.
Ualinzundae's Emerald Disorientation
3rd-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an emerald worth 100gp)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You bring forth the latent potential of the emerald to mentally rend your foes. A 20-foot radius sphere of of psychic energy springs up at a point you choose within range. Each creature within the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes 3d12 psychic damage and has disadvantage on the next attack roll ability check, or saving throw it makes before the end of your next turn. On a successful save the target takes half as much damage and suffers no disadvantage from the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for every slot level above 3rd.
Ulquiel's Vanity
3rd-level enchantment
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (the scale of an adult blue dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
Target creature within range makes a Wisdom saving throw. On a failed save, the target is charmed by you, believing you to be the most beautiful and intelligent creature in the world. While charmed in this way, you can use your bonus action to command the creature to do your bidding, which it doers to the best of its abilities. The command must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
If the charmed creature takes damage, it can repeat the saving throw, ending the effect on a success.
Agathenza's Bloodbath
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a vial of blood from an ancient red dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
Blood seeps from your pores and covers your body creating a grisly armoring. You gain a +2 bonus to your AC and resistance to damage dealt by spells.
Blood Magic. When you cast this spell, you can choose to deal an amount of force damage to yourself equal to half your level (minimum 1), this damage ignores resistances and immunities. When you do this, you gain an additional +1 AC and you have advantage on saving throws against spells.
Hardened Scales
4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a handful of dragon scales that are all from the same species worth 300gp)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You touch a creature and their skin hardens over with a coat of dragon scales. For the duration of the spell, the target gains a +2 bonus to their AC and they have have resistance to the type of damage related to the species of dragon that the scales came from. If the dragon has multiple resistances, you choose which one you gain resistance to.
Nessavar's Abettance
4th-level divination
- Casting Time: 1 action.
- Range: 30 feet
- Components: V, S, M (the scale of an adult silver dragon)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You magically seek out the wrongs roiling within those around you and make them right. Choose a number of creatures within range up to your proficiency bonus. You can choose to end one of the following effects from each of them:
- You can end one disease or poison afflicting a creature.
- You reduce a creature's level of exhaustion by one.
- You can end any reduction to one of the target's ability scores.
Tyrant's Maw
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a vial of dragon's blood)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
Your lower arm and hand mutate into the neck and head of a ferocious dragon. Whenever you take the attack action, you can use the head to make a melee spell attack at a creature within 5 feet of you. On a hit the creature takes 2d8 piercing damage and 2d8 damage that is your choice of acid, cold, fire, lightning, or poison.
Additionally, you can use your action to cause the head to exhale a torrent of elemental energy in a 60-foot cone. Each creature within the area makes a Dexterity Saving throw. On a failed save, a creature takes 6d8 damage that is your choice of acid, cold, fire, lightning, or poison. On a successful save, a creature takes half damage.
Vaeralae's Amethyst Singularity
4th-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an amethyst worth 150gp)
- Duration: Concentration up to 1 minute.
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You call upon the hunger of the amethyst and create a magical singularity. The singularity is a 30-foot radius sphere centered on a point of your choice within range, and the area is considered difficult terrain. A creature that enters the area for the first time or starts its turn there must make a Strength saving throw or be forcefully pulled 10-feet towards the singularity's center and has its speed reduced to 0. A creature can make the saving throw again at the end of each of its turns, ending the effect on a success.
A creature that is within 5 feet of the center for the first time, or starts its turn within 5 feet of the center takes 2d10 force damage. a creature that dies from this damage is disintegrated and sucked into the singularity.
Zaxaas' Ploy
4th-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the scale of an adult green dragon)
- Duration: Concentration, up to 8 hours.
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You choose a creature within range to subtly manipulate. A creature within range makes an Intelligence saving throw. On a failed save, you appear to the target as the person they trust the most, such as a spouse, family member, or commanding officer. For the duration of the spell the target honestly believes you to be this person and willingly offers any information requested or in some cases may take direct orders within reason. If you do or say something that the creature knows is out of character for your disguise, they can repeat the saving throw, ending the effect on a success. The spell also immediately ends if the real version of your disguise shows up, as there cannot be two of you.
When the spell ends, the target repeats saving throw. On a success, the creature is aware that you manipulated them. If the spell ends after its full duration, the target has disadvantage on the save.
Ithramel's Spellcraft
5th-level transmuation
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (the brain of an ancient blue dragon)
- Duration: Until the learned spell is cast
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You weave errant threads of magic, temporarily learn a spell you don't know. When you cast this spell, you learn one spell of 3rd level or lower from any class spell list that is not prepared or known by you. It counts as prepared or known, but does not count towards the total number of spells you can prepare or known.
You cast the learned spell as normal, using the appropriate spell slot and requiring the material components if there are any. Once it is cast for the first time, the learned spell vanishes from your spell list. While the learned spell is on your spell list, you cannot cast Ithramel's Spellcraft again.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can learn a 4th level spell. When you cast this spell using a spell slot of 8th or 9th level, you can learn a 5th level spell.
Kalfyra's Sanguine Flames
5th-level evocation
- Casting Time: 1 action
- Range: 60-foot cone
- Components: V, S, M (a vial of dragon's blood worth at least 500gp)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You exhale a mix a black fire and dragon's blood in a 60-foot cone. Each creature in the area makes a Dexterity saving throw. A creature takes 3d6 fire damage, 3d6 force damage, and 3d6 necrotic damage on a failed save, or half as much on a successful one.
Blood Magic. When you cast this spell, you can choose to deal an amount of force damage to yourself equal to half your level (minimum 1), this damage ignores resistances and immunities. When you do this, you change the damage dice to d8's.
Morthaas' Cruelty
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the scale of an adult black dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
Chains of acid erupt from the ground and wrap themselves around one creature within range. The target makes Dexterity saving throw. On a failed save, the creature takes 4d10 acid damage and is restrained. On a successful save the creature takes half damage and is not restrained.
While the chains restrain the creature, they take 1d10 acid damage at the start of each of their turns. A creature restrained this way can make a Strength check at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the additional damage to the restrained creature increases by 1d10 for each slot level above 5th.
Saryxrysear's Sapphire Burst
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a star sapphire worth at least 300gp)
- Duration: Instantaneous
- Classes: Dracomancer, Sorcerer, Warlock, Wizard
You run your hand over the sapphire pulling particles from it and charging them with sonic energy. You fling the charged particles at a point you choose within range. Each creature within a 30-foot radius sphere must make a Constitution saving throw. A target takes 10d8 thunder damage on a failed save, half as much on a successful one. On a success or failure, the target is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot above 4th.
Thercys' Epiphany
5th-level divination
- Casting Time: 1 bonus action.
- Range: Self
- Components: V, S, M (the scale of an adult gold dragon)
- Duration: Concentration, up to 1 minute
- Classes: Dracomancer, Sorcerer, Wizard, Warlock
You gain the mystic insights of the greatest draconic scientist. For the duration of the spell, you add your spellcasting modifier to any ability check you make using Intelligence, Wisdom, or Charisma.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 1 for every slot level above 5th.
Items
Dragonskin Shawl +1, +2, or +3
Wonderous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a dracolyte)
This shawl is made from the skin of the oldest dracolytes. While you wear this magic item, you gain a bonus to the attack and damage rolls of your bite, claw, and tail attacks. You also gain a bonus to the DCs of your Breath Weapon and Frightful Presence class features. The bonus is determined by the shawl's rarity.
When you use your Breath Weapon or Frightful Presence, you can use your reaction to roll a d6. On a roll of 5-6, you don't expend a use of the feature. Once you've used the shawl in this way, you can't do so again until you finish a long rest.
Emberstrike
Weapon (pump action shotgun), very rare (requires attunement)
This shotgun is crafted from the scales and bones of a red dragon. You have a +2 bonus to attack and damage rolls made with this weapon, and any ammo fired from it deals fire damage instead of its normal damage type. When you make an attack with this weapon, you can expend an amount of ammo in the weapon up to its maximum (minimum 2) to cast aganazzar's scorcher (Save DC 15) at the same level as the amount of ammo expended. Once you have cast the spell this way, you can't do so until you finish a short or long rest.
Firearms?!
Yes! You can find everything you need to know about my firearms and the rules for them in the Shadowheart Apocrypha Armory document, located here!
Fireshot
Weapon (semi-auto pistol), rare (requires attunement)
This pistol is crafted from the scales and bones of a red dragon. You have a +1 bonus to attack and damage rolls made with this weapon, and any ammo fired from it deals fire damage instead of its normal damage type. When you make an attack with this weapon, you can expend up to 5 pieces of ammunition to cast burning hands (Save DC 13) at the same level as the amount of ammo expended. Once you have cast the spell this way, you can't do so until you finish a short or long rest.
Skyblaze
Weapon (Longbow), legendary (requires attunement)
This bow is crafted from the scales and bones of a red dragon. You have a +3 bonus to attack and damage rolls made with this weapon, and any ammo fired from it deals fire damage instead of its normal damage type. When you make an attack with this weapon, you can instead cast fireball (Save DC 17) as a 5th level spell. Once you have cast the spell this way, you can't do so until you finish a short or long rest.
Bestiary
Solhalysis Dragons
Ancient Solhalysis Dragon
Gargantuan dragon, neutral
- Armor Class 22 (Natural Armor)
- Hit Points 385 (22d20 +154)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
- Saving Throws Dex +8, Con +14, Wis +10, Cha +11
- Skills Deception +11, Insight +10, Perception +17, Persuasion + 11, Stealth +8
- Damage Resistances fire
- Damage Immunities radiant
- Senses blindsight 60ft., darkvision 120ft., passive Perception 27
- Languages Common, Draconic
- Challenge 26 (40,000 XP)
Superheated Scales. Any creature that physically touches the dragon takes 10 fire damage at the end of each of their turn until they are no longer in direct contact with it.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed n a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Plasma Breath (Recharge 5-6). The dragon exhales a beam of superheated plasma in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one. Plasma Breath shares a recharge cooldown with Radiant Discharge.
Radiant Discharge (Recharge 5-6). Instead of exhaling destructive energy, the dragon can expend a use of its Breath Weapon trait to create a brief destructive field of radiant energy around it. The dragon vents the magical energy it has built up into its body in a 30-foot radius sphere centered on it. Each creature in the area must make a DC 23 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Overview
Solhalysis dragons, also known as Solar Halo dragons or Hive Lord dragons, are an extremely unique and powerful breed of dragon that fire streams of superheated plasma from their jaws, and build up large amounts of magical energy in their body that must be expelled at regular intervals. Even more terrifying is the psychic abilities possessed by some that can influence other dragons and dragon blooded creatures.
What are Solhalysis Dragons anyway?
Solhalysis dragons are a custom dragon species I created years ago for one of my fantasy worlds. I grew way to attached to them as a species and expanded on their mythos by creating D&D dragons for them for both 4th Edition and 5th Edition.
Adult Solhalysis Dragon
Huge dragon, neutral
- Armor Class 20 (Natural Armor)
- Hit Points 207 (18d12 + 90)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
- Saving Throws Dex +6, Con + 10, Wis +7, Cha +8
- Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
- Damage Resistances fire
- Damage Immunities radiant
- Senses blindsight 60ft., darkvision 120ft., passive Perception 22
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Superheated Scales. Any creature that physically touches the dragon takes 7 fire damage at the end of each of their turn until they are no longer in direct contact with it.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 17 (2d1 0 + 6) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft ., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Plasma Breath (Recharge 5-6). The dragon exhales a beam of superheated plasma in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Plasma Breath shares a recharge cooldown with Radiant Discharge.
Radiant Discharge (Recharge 5-6). Instead of exhaling destructive energy, the dragon can expend a use of its Breath Weapon trait to create a brief destructive field of radiant energy around it. The dragon vents the magical energy it has built up into its body in a 20-foot radius sphere centered on it. Each creature in the area must make a DC 19 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Radiant Discharge shares a recharge cooldown with Plasma Breath.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Physical Description
Solhalysis dragons are primarily a deep blood red in color, with white underbellies and white wing membranes. Their most notable feature is the long mane of black spikes that starts at the top of their skull and stretches all the way down their necks. When the dragon charges up for an attack with its breath weapon, or it is about to vent out built up magical energy, the spikes heat to extreme temperatures and glow white.
Draconic Ancestry
When playing a race or class that grants you the properties of a dragon, you can add Solhaysis dragons to the list with the table below.
Draconic Ancestry
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Solhalysis | Radiant | 5 by 30 ft. line (Dex. save) |
No art?
Since Solhalysis are 100% custom, there isn't really art floating around to work with. I'm also not an artist. I also don't have the money to commission a nice piece for one. Maybe if I get rich I'll see about it then.
Young Solhalysis Dragon
Large dragon, neutral
- Armor Class 19 (Natural Armor)
- Hit Points 136 (16d10 + 48)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Con +6, Wis +4, Cha +5
- Skills Deception +5, Perception +7, Stealth +4
- Damage Resistances fire
- Damage Immunities radiant
- Senses blindsight 30ft., darkvision 120ft., passive Perception 17
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Superheated Scales. Any creature that physically touches the dragon takes 4 fire damage at the end of each of their turn until they are no longer in direct contact with it.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Plasma Breath (Recharge 5-6). The dragon exhales a beam of superheated plasma in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Plasma Breath shares a recharge cooldown with Radiant Discharge.
Radiant Discharge (Recharge 5-6). Instead of exhaling destructive energy, the dragon can expend a use of its Breath Weapon trait to create a brief destructive field of radiant energy around it. The dragon vents the magical energy it has built up into its body in a 10-foot radius sphere centered on it. Each creature in the area must make a DC 16 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Radiant Discharge shares a recharge cooldown with Plasma Breath.
Solhalysis Dragon Wyrmling
Medium dragon, neutral
- Armor Class 18 (natural Armor)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
- Saving Throws Dex +3, Con +3 , Wis +2, Cha +3
- Skills Perception +4, Stealth +3
- Damage Resistances fire
- Damage Immunities radiant
- Senses blindsight 10ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 4 (1,100 XP)
Superheated Scales. Any creature that physically touches the dragon takes 2 fire damage at the end of each of their turn until they are no longer in direct contact with it.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) radiant damage.
Plasma Breath (Recharge 5-6). The dragon exhales a beam of superheated plasma in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) radiant damage on a fai led save, or half as much damage on a successful one. Plasma Breath shares a recharge cooldown with Radiant Discharge.
Radiant Discharge (Recharge 5-6). Instead of exhaling destructive energy, the dragon can expend a use of its Breath Weapon trait to create a brief destructive field of radiant energy around it. The dragon vents the magical energy it has built up into its body in a 5-foot radius sphere centered on it. Each creature in the area must make a DC 12 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one. Radiant Discharge shares a recharge cooldown with Plasma Breath.
The Solar Halo
Solhalysis dragons have earned the moniker “solar halo dragons” due to their two unique abilities. Their breath weapon is a stream of superheated plasma, when expelled, a halo of light forms around the dragon’s jaws. The other, is their natural ability to absorb magical energy. When expelled, this energy forms a halo of pure magical energy around the dragon that dissipates in moments.
Psychic Controllers
While not present in every member of the species, some solhalysis dragons have developed extremely powerful psychic abilities. These special psionics are generally used to control other dragon blooded creatures and influence their actions. It is important to note that this ability can be used on non-dragon blooded creatures, but the blood of the draconic makes them more susceptible. This has given the dragons the moniker “hive lords” as the more talented of these dragons often surround themselves with other dragons and smaller dragonblooded creatures to do their bidding or protect them from intruders. The most powerful of these psionic dragons are known as Siren Queens, females who weave their psychic talents with draconic song magic to exude a vast influence over even the most powerful draconic creatures.
Making a Psychic Solhalysis
To start, only ancients and adults of the species can wield pyschic power. Turning a normal Solhalysis psionic is pretty simple, just increase their CR by 2 and apply the following template to the dragon!
Damage Immunities. psychic
Psychic Intrusion. The dragon attempts to force a creature's mental state to accept it as an ally worth protecting. The target makes a Wisdom saving throw (DC 23 for Ancients, DC 19 for Adults), on a failure the creature is charmed for 1 minute. A creature charmed by the Solhalysis dragon uses its turn to move and make weapon attacks against any creature that has reduced the dragon's hit points in the last 24 hours. At the end of each of its turns, the charmed creature can make the save again. If it succeeds, the effect ends and the creature is immune to this effect for 24 hours. If the target of the charm is a dragon, dragonborn, half-dragon, or kobold, it has disadvantage on the saving throw.
Lore
This section contains snippets of lore for several of the dragons I've used in my various campaigns. While only one of them has a stat block associated with them at this time, giving them all proper stat blocks is something that might be in as future update.
Reapers of Sardior
The Reapers of Sardior are a splinter faction of the Inheritors of the First World. While the Inheritors focus somewhat heavily on the concept of dragonsight and restoring the material plane to its original state, the Reapers make it their sole goal to resurrect Sardior. To this end, the Reapers explore every option to the finest most minute detail, including the dark arts of necromancy and death magic. This willingness to leave no option off the table has gained them a negative reputation to the few factions and many dragons that are aware of the group. Often touted as a cult of necromancers and death mages, in truth the Reapers simply don’t believe that such magics are inherently evil and can serve a greater purpose. Nonetheless, Reaper agents keep their affiliations a close secret to anyone not associated with them for fear of their grand vision being snuffed out.
At present the Reapers have made it their goal to collect all the broken remnants of Sardior after an enormous ruby was uncovered and turned out to be the heart of Sardior. This precious relic is now kept at the heart of the Reaper’s base of operations in the mountains near Highmelt Lake. The various ruby shards of Sardior’s being can impart different effects to those of draconic blood who remain in close proximity to them. Some have reported having visions of their echoes across the multiverse while others have experienced a change in their elemental energies, altering their breath weapon and resistances. The most common effect to those unaware of what they possess is a sudden change in personality. A tyrannical dragon may suddenly become altruistic, or a dragon known for helping a village might suddenly resort to destroying it.
The shards also seem to grant their powers on a basis of belief. Reapers and Inheritors who work tirelessly in the name of Sardior find that their own power is not changed, but greatly enhanced. Those dragons that are true followers of Tiamat and Bahamut seem to have their powers mimic that of their respective deities, while dragons who eschew the draconic gods get seemingly random powers that are in some cases detrimental. While the Ruby Heart of Sardior doesn’t seem to grant any of the Reapers within their compound additional power, it does mask their fortress from most forms of scrying and divination magic.
Authturahce
(ow-th-too-rah-see)
A crystal greatwyrm and one of the oldest members of the Inheritors of the First World. After becoming bitter with the lack of progress the Inheritors had made over countless centuries he decided to try and make a more direct line to the goal and founded the Reapers of Sardior after his ideas gained a following.
Authturahce is generally empathetic and kind to all, believing exploration and determination are the keys to achieving the goals of the reapers. Most call him Auth, however he has gained the title “Ruby of the Stars” due to his crystal protrusions becoming solid red from prolonged exposure to shards of Sardior.
Andragaul
(and-ruh-gall)
An ancient topaz dragon and council member, he is responsible for overseeing the use of dangerous magics such as necromancy. A curmudgeonly old man who doesn’t care for conversation or social interaction and would rather focus on making sure the Reapers use necromancy responsibly.
While he is a true believer in the cause, trying to get him to discuss anything other than his teachings is nigh impossible. His colleagues like to refer to him as “Old Bones.”
Saryxrysear
(s-air-ix-rye-seer)
An ancient sapphire dragon and council member who is in charge of the compound’s defenses. Her dragonsight is extremely well tuned and because of that, it is believed that she may be the dragon with the most connections to her various echoes. The wealth of shared knowledge she possesses from this makes her an incredible tactician and many comment that were she to ever go to war, she could conquer whatever she laid her eyes on. She has earned the title “Many-Eyed World Eater” from having so many direct connections to her Echoes.
While her belief in the cause is true, Saryx cares little for the day-to-day goings on of the Reapers, preferring to be left to develop new strategies with her echoes.
Ualinzundae
(oo-all-in-zun-day)
An ancient emerald dragon and council member who runs the compound’s spy network. Most of his work involves having his various agents look for leads on shards of Sardior and put an end to plots against the Reapers.
He fancies himself an enigma, always redirecting questions about himself back at those who ask. Despite this lack of knowledge known, the Reapers still trust him with their lives and the cause. Because of his network of spies and excellent track record he has earned the title “Emerald Spider.”
Vaeralae
(v-air-uh-lay)
An Ancient Amethyst dragon and council member, she is keeper of the compound's records and in charge of the vast collection of draconic artifacts the Reapers hold. She will often impart whatever knowledge she can, answering every manner of question imaginable, believing that knowledge is the greatest weapon to use against one’s foes.
On many occasions she will set up elaborate ‘training sessions’ open to anyone who wishes to participate. These sessions can range from combat training, to simply learning a new skill. She does this under the belief that a direct and personal experience is the most valuable form of knowledge. This has earned her the title “Living Library.”
Sazarek
(sah-zah-wreck)
An adult deep dragon who is absolutely fascinated by magic and magical artifacts. He is often tasked with recovering ancient texts and various magical artifacts from caves, underground ruins, and the Underdark. Sazarek has little patience for non-dragons. He’s not especially fond of the Reapers resident kobold faction, the Ruby Raiders as their constant need to be involved in any kind of mining operation has cost Sazarek one to many broken artifacts.
The Ruby Raiders
A group of Kobolds dedicated to Sardior, the Reapers use them to excavate and explore ancient ruins, mines, and other areas where Shards of Sardior are supposedly hidden. Due to their small size and knack for the work, the kobolds are much better for such missions than simply sweeping everything away with a larger dragon. Unfortunately, because of their reckless nature and ceaseless hunt for rubies, they often cause a fair amount of damage to artifacts and valuables found within the ruins they explore.
While there are close to one hundred individual members, the Raiders have a shared hivemind thanks to overexposure to Shards of Sardior. This wouldn’t be so much of an issue except that they all still fiercely try to maintain their individuality. The raiders fall under Szararek’s leadership unless one of the council has need of them, however because of their shared hivemind, the kobolds themselves constantly squabble for which kobold should be in charge when a dragon is not around to lead them.
Star Dragons & The Five Ancients
On the plane of Stelanor, there exists five chromatic dragons that some say are older than time itself. In reality, these titans survived the plane's long forgotten apocalypse that occurred over 10,000 years ago.
The perpetrators of this apocalypse are the star dragons, extra planar draconic entities that are akin to truly omnipotent gods with finite power.
Issiah
(is-sai-uh)
One of the three star dragons on Stelanor's material plane. After the apocalypse caused by his brethren he attempted to help fix Stelanor and pleaded with the populace to accept him. The people turned against him, and Issiah was sealed within the ancient artifact Starforge.
Over 10,000 years later a powerful necromancer and her team discovered an ancient civilization under a mountain, where Starforge resided. They released Issiah, who agreed to help them with their plan to ensure the star dragons could never cause another catastrophe. The Necromancer and her team would initially to this deal, though would later kill Issiah as part of a deal with Ithramel, the ancient blue dragon.
Thaelthostra
(they-l-those-truh)
One of the three star dragons on Stelanor's material plane. During the apoocalpyse caused by her kin, Thaelthostra would grow weak enough to be forced into a permanent physcial form. The emperor of the elvish empire would then personally capture her and his archmages crafted a magic prison to contain the star dragon. With Thaelthostra captive, the elves discovered they could manipulate her power and thus the empire became a near unstoppable force for millennia.
A powerful necromancer and her team would discover the whereabouts of Thaelthostra from Issiah, who asked them to use her for the necromancer's ritual instead of him. The necromancer and her team would agree to this and assault the elvish palace, killing the emperor, and freeing Thaelthostra only to kill her as part of a world altering ritual moments later.
Sheaxelis
(shay-zealous)
One of the three star dragons on Stelanor's material plane. Sheaxelis arrived in physical form during the apocalypse caused by her brethren. Her goal was to preserve as many mortal dragons as possible so that they may rule 'New Stelanor' after the catastrophe had passed. However in her hubris she ended up wiping 99% of the draconic population from the plane. As penance she allowed herself to be swept away in the apocalpyse hoping to atone with her death.
She did not die however, she instead fell into an unnatural slumber, where her body withered and died but her soul still carried on. She would wake roughly 10,500 years later as a dracolich and discovered she could bring dragons back to true life. She set out returning the mighty creatures to the world, much to the dismay of the plane's populace. Sheaxelis would be finally put down once and for all by a team of experienced dragonslayers.
Agathenza, the Bloodsoaked Fury
(Ah-guh-then-zuh)
The only remaining red dragon native to Stelanor. During the star dragon's apocalypse she fled to elemental plane of fire, where she would make several power plays that would lead her to ruling the sub-plane.
Agathenza was an ancient wyrm long before the world ended, using powerful blood magic to get whatever she desired. Her usual calm demeanor belied a terrible anger that when unleashed strengthened both her body and blood magic. Even in her self imposed exile, Agathenza kept a close eye on the plane of Stelanor from her throne in the plane of fire. While she had no real desire to return to the world, she was always paranoid the next time the star dragons returned, her new home would be next.
10,000 years after the apocalypse, Agathenza would watch the ancient blue dragon Ithramel strike a deal with a powerful necromancer to permanently end the star dragon threat. The Necromancer's strike team would slay the other three ancients before deciding to leave Agathenza alone. Despite this Ithramel would request to at least parlay with Agathenza, understanding the power she held. When the meeting commenced, the red dragon would state she had no quarrel with the group and just wished to be left alone before demanding they leave. The party would agree, but not before one memeber asked if she could attune to the Font of Fire within the plane. Agathenza agreed.
500 years later Agathenza would be approached by Sheaxelis, who promised the return of red dragons and asked for her aid. Agathenza would turn her down stating that others of her kind would just overcomplicate her life. When eventually forced into the conflict, she would side with Ithramel and a team of dragon slayers to bring down Sheaxelis.
Cyraxis, the Alabaster Hellklite
(sear-axe-is)
The ancient white dragon who was known for terrorizing Stelanor before and after the star dragon apocalypse. A territorial brute, Cyraxis is known for his penchant of killing at eating anything that moves instead of try and make conversation. When the catastrophe struck, Cyraxis and several other white dragons hid underground in the frozen north, successfully surviving the changing of the plane. Decades after the event, he would emerge to take the northern region of Stelanor's continent of Darinia. For the next 10,000 years he would hold the land, slowly expanding as he tore through villages in his way and slew anyone brave enough to face him.
When a powerful necromancer and her strike team decided to tackle the star dragon problem, they sought the help of very powerful individuals. One of these individuals was hellbent on killing Cyraxis. The strike team would agree to help slay the hellkite and in return, the individual would help. Once in his territory, the group would be confronted by a female white dragon who explained that for the last several thousand years Cyraxis had essentially been keeping them as slaves to fill his desires and wished to see him dead. The strike team and a group of adult female white dragons stormed Cyraxis' lair and slew him. In return, the freed white dragons promised to never leave Cyraxis' territory and not interfere with any mortals would come exploring.
Ithramel, the Archmage Eternal
(Ith-ruh-mel)
Largely considered one of the most pivotal figures in Stelanor's history, Ithramel is an ancient blue dragon untold arcane power. intelligent beyond reason and wise beyond time, the ancient blue dragon is always several steps ahead of whatever plan she is putting into place. Before the star dragon apocalypse she greedily hoarded magic of every kind, constantly looking for new spells to learn or magic items to add to her collection. When the apocalypse occurred, Ithramel would simply create a barrier around the entire desert she called home, protecting it from the catastrophe.
Over the next 10,000 years she would devote her studies to figuring out how to truly put an end to the star dragons. This would lead her down the path to merging science and magic in creating an army of monstrosities that were various creatures fused with blue dragon genetics. She also managed to manipulate the orcish population into a blood-war with the rest of the plane purely to see if it would advance the race's concepts of warfare in case the star dragons ever returned.
Ithramel would use her magic to create a young male blue dragon and send him against the might of Fortress Pentifex, giving him a contingent of her mutant military. The necromancer's strike team would slay the forces and the male blue dragon, immediately peaking Ithramel's interest. She would watch them for months before the group would end up on the Orchish home island, where Ithramel gave the group their final test, a dragon that had been melded with a mimic that she had called the Theriaconic Rex. While the team was busy with the monster, Ithramel flew to the orc's military grounds and slaughtered the entire military force, ending her experiment.
Returning to find that the group has slew the Rex, she offered to help them, to which the party agreed. Ithramel took them all to her lair, where she would grant them access to her library and any info they needed. This was instrumental when the necromancer and her strike team needed to slay the white, black, and green ancient dragons. Ithramel would then allow the necromancer to command her entire army of draconic monstrosities in a siege against the elvish empire while she flew the strike team to the palace to defeat the emperor and slay his captured star dragon. With Thaelthostra dealt with, she would send the group almost immediately to handle Issiah.
With the world free from the two star dragons, Ithramel would settle down and finally relax after 10,000 years of constant work. She would enjoy the companionship of one of the strike team's members, a dwarf who wished to remain by her side. At his request, she would turn him into a blue dragon, using one of her inactive clones as the body.
500 years later, Ithramel would curse herself for not dealing with Sheaxelis, whom she believed was dead. Her and her dwarf-turned-dragon lover would enlist the help of several returned dragons that did not agree with Sheaxelis as well as Agathenza and a group of dragon slayers to stop the rogue star dragon. The faction would eventually kill Sheaxelis, finally bringing a real end to the star dragon problem that had plagued the plane of Stelanor.
Where are the other DRAGONS?!
The rest of the dragon lore will come in future updates. Here are the dragons that will be worked on:
The Five Ancients
- Mortruexx
- Verdantavis
Draconaeva Dragons
- Morthaas
- Ulquiel
- Zaxaas
- Valzeya
- Nysiris
- Baltax
- Wuzan
- Thallia
- Thercys
- Nessavar
- Kalfyra
Shadowheart Chronicles Dragons
- Yusan
- Gurosa
- Kalera
- Vesra
- Ulorna
- Oros
- Stella
- Kutsuu
- Shadestalker
Patch Notes
Version 1.0
- It exists!
Special Thanks
I want to give a very special thank you to everyone over at /u/UnearthedArcana and those who hang out at the Shadowheart Forge ! Your support of my D&D projects like this give me the confidence to keep making them! Your critiques and suggestions help transform these homebrews of mine into their best selves!
The Shadowheart Forge
The Shadowheart Forge is where I create all my homebrew content! We have a subreddit and a discord for everyone to come discuss, critique, and suggest content!
Join the Subreddit!
Join the Discord!
Want to support my creations?
I accept donations through PayPal at theshadowheartforge@gmail.com!
I appreciate your generosity and look forward to your thoughts on my content!
This Content
Is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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