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a Dragon’s Disciple, initiate’s drink of the Dragon's blood. It is this blood that gives them there extraordinary features.

Ancient Ancestry The most important question to consider when creating your Dragon Disciple is your ancestry. As a starting character, you'll choose an ancestry that ties you to a draconic bloodline. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures. While the brass, bronze, copper, gold and silver metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. The ancestry you choose will shape your goals and ideals. Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.

Proficiency Features Breath Level Bonus Weapon

1st +2 Draconic Scales, Breath Weapon, 3d8 Damage Resistance Dragon Disciple 2nd +2 Draconic Attunement 3d8 As some of the most ancient, powerful, and capricious 3rd +2 Lineage Feature 3d8 creatures in existence, dragons occasionally enter into th trysts with unsuspecting mortals or sire offspring with 4 +2 Ability Score Improvement 3d8 exceptional individuals. Likewise, the great power wielded 5th +3 Lineage Feature 3d8 by these creatures has long intrigued wizards who have th sought various magical methods to infuse their bodies with 6 +3 Aspect of the Dragon 4d8 draconic power. As a result, the blood of dragons runs 7th +3 Lineage Feature 4d8 through the veins of many races. For some, this heritage 8th +3 Ability Score Improvement 4d8 manifests as a sorcerous bloodline and a predilection for th magic; for others, however, the power of their draconic 9 +4 Relentless Breath 4d8 ancestors becomes an obsession. 10th +4 Ferocious Willpower 4d8

All races who embrace their draconic heritage and learn to 11th +4 Lineage Feature, Dragonscale 5d8 channel their abilities can become dragon disciples, Aura fearsome warriors who possess not only the repertoire of 12th +4 Ability Score Improvement 5d8 an accomplished sorcerer but also the ability to unleash 13th +5 Dragon Wings 5d8 the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can 14th +5 5d8 learn to breathe fire, take flight on leathery wings, and at 15th +5 Lineage Feature 5d8 the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be 16th +5 Ability Score Improvement 6d8 found in any land where dragons interact with mortals. 17th +6 6d8

Draconic Nature 18th +6 Draconic Presence 6d8 Dragon Disciple’s inherit personality traits common to 19th +6 Ability Score Improvement 6d8 their draconic heritage, so that half-gold dragons are often 20th +6 True Dragon Manifestation 6d8 shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half- white dragons are often dim-witted brutes. These traits are tempered by a Dragon Disciples other Lineage, but Class Features greed, arrogance, and paranoia are qualities that even As a Dragon Disciple, you gain the following class features. good-aligned half-dragons often possess. Before becoming Hit points Hit Dice: 1d 10 per Dragon Disciple level Draconic Scales Hit Points at 1st Level: 10 + your Constitution modifier As magic flows through your body, it causes physical traits Hit Points at Higher Levels: 1d 10 (or 6) + your of your dragon ancestors to emerge. Your skin is covered Constitution modifier per Dragon Disciple level after 1st by thick dragon-like scales hard as steel. When you aren’t wearing armor, your AC equals 10 + your Dexterity Proficiencies modifier + your Strength modifier. You can use a shield Armour: shields and still gain this benefit. Weapons: Simple weapons, longswords, rapiers, shortswords, scimitars Breath Weapon Tools: None At 1st level you can use your action to exhale destructive Saving Throws: Strength, Charisma energy. Your draconic ancestry determines the size, shape, Proficiency and damage type of the exhalation. The DC for this saving Skills: Choose two skills from Acrobatics, Arcana, Athletics, throw equals 8 + your Constitution modifier + your History, Insight, Intimidation, Perception and Religion. proficiency bonus. A creature takes half damage on a successful save. The shape and size of the breath weapon Equipment are given by the following table. After you use your breath You start with the following equipment in addition to weapon, you can’t use it again until you complete a short equipment gained by your background: or long rest. ● (a) a shield, or (b) leather armor ● (a) a Halberd or (b) a lance Dragon Damage Breath ● (a) a Scimitar, or (b) a spear Variety Type Weapon ● (a) a dungeoneer’s pack or (b) an explorer’s pack Black Acid 5 by 30 ft. line (Dex. save) Dragon Ancestor Blue Lightning 5 by 30 ft. line (Dex. save) At 1st level, you choose one type of dragon as your Brass Fire 5 by 30 ft. line (Dex. save) ancestor. The damage type associated with each dragon is used by features you gain later. Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Draconic Ancestry Dragon Damage Type Gold Fire 15 ft. cone (Dex. save) Dragon Energy Type Green Poison 15 ft. cone (Con. save) Variety Resisted Red Fire 15 ft. cone (Dex. save) Black Acid Silver Cold 15 ft. cone (Con. save) Blue Lightning White Cold 15 ft. cone (Con. save) Brass Fire Bronze Lightning When first acquired, the breath weapon deals 3d8 points Copper Acid of damage. The damage increases based on your total level in all classes, to 4d8 at 6th level, 5d8 at 11th level, Gold Fire and 6d8 at 16th level. Green Poison Red Fire Draconic Attunement At 2nd level you gain a minor magical benefit of the dragon. Silver Cold Gain a benefit of your choice. At your option, you may also White Cold gain minor physical attributes that are reminiscent of the dragon such as your eyes changing color.

Breath of the Dragon: You can breathe air and water. You can speak, read, and write Draconic. Additionally, Sense of the Dragon: If you are able to hear, you are whenever you make a Charisma check when interacting aware of the location of any hidden or invisible creature with dragons, your proficiency bonus is doubled. within 10 feet of you and gain blind sense.

Speed of the Dragon: Your speed increases by 10 feet Damage Resistance while you aren’t wearing armor. You have resistance to the damage type associated with your draconic ancestry.

Dragon Ability Ancestry You can comprehend and communicate with reptiles. You are able to ask questions of and receive Lineage answers from reptiles, although they At 3rd level, you choose a lineage that you strive to aren't any more friendly or cooperative than normal. emulate in your combat styles and techniques. Choose the Black Furthermore, wary and cunning Drakeheart, Dracomancer or Shadow Dragon detailed at reptiles are likely to be terse and the end of the class description. The lineage you choose evasive, while the more stupid ones grants you features at 3rd level and again at 5th, 7th 11th make inane comments. If a reptile is and 15th level. friendly toward you, it may do some favour or service for you. Ability Score Improvement You can mimic any voice or sound When you reach 4th level, and again at, 8th, 12th, 16th, you have heard, anytime you like. and 19th level, you can increase one ability score of your Listeners must succeed on Wisdom Blue choice by 2 or you can increase two ability scores of your (Insight) save (DC 8 + Proficiency + choice by 1. As normal, you can’t increase an ability score Charisma modifier) to detect the above 20 using this feature. ruse. You suffer no harm from being in a Blood of the Dragon hot or cold environment. You can At 5th level you gain a benefit based upon your draconic exist comfortably in conditions ancestry listed in the chart. Brass between -50 and 140 degrees Celsius without having to make Fortitude

saves. Your equipment is likewise Aspect of the Dragon protected. At 6th level the Dragons Disciple changes and grows more and more draconic, leaving their former selves behind. You can move through any type of terrain and leave neither footprints Bronze Such a transformation is not for the faint of heart and can nor scent. Tracking you is impossible never be undone. Gain a benefit of your choice. You are by nonmagical means. proficient with natural attacks. You can climb and travel on vertical Fangs surfaces or even traverse ceilings. You grow a large sharp pair of teeth. Gain a melee bite You gain a climb speed of 20 feet; attack as a bonus action. The damage of the bite attack is furthermore, you need not make 1d8 + Strength modifier piercing damage. Climb checks to traverse a vertical or Claws horizontal surface (even upside Copper You grow a pair of sharp claws. As a bonus action you can down). You retain your Dexterity attack using your claws. The damage of the claws is 1d6 + bonus to Armor Class (if any) while Strength modifier slashing damage and on a hit you may climbing, and opponents get no special bonus to their attacks against attempt to grapple the target. you. You cannot, however, use the Tail run action while climbing. You grow a long scaly tail. When you take damage from a You receive a +1 bonus on all saving creature that is within 5 feet of you can use your reaction Gold throws. to make a melee tail attack against that creature. The damage of the tail attack is 1d4 + Strength modifier blunt Your base land speed increases by 10 damage. On a hit if the target is Large or smaller, it must feet. This has no effect on other make a strength saving throw. The DC for this saving throw Green modes of movement, such as burrowing, climbing or flying, or equals 8 + your Strength modifier + your proficiency swimming. bonus. On a failed save, you knock the target prone. Add your proficiency bonus to investigation checks and being within Relentless Breath th 5ft of a secret door, concealed door, Starting at 9 level at the beginning of your turn if you Red or other unusual dungeon or terrain have already used your breath weapon you may make a feature entitles you to a Search check DC 15 Charisma saving throw. If you succeed you regain to notice it as if you were actively the use of your breath weapon. looking for it. Each time you succeed using this feature after the first, the You always fall 60 feet per round DC increases by 5. When you finish a short or long rest, the Silver (equivalent to the end of a fall from a DC resets to 15. few feet), and take no fall damage.

You can walk across icy or slippery Ferocious Willpower th White surfaces without reducing your speed At 10 level the Dragon Disciple becomes immune or falling over. to sleep and paralysis and the damage type associated with your draconic ancestry. undermine. (The aura has a range of 10ft). Projecting an aura is a bonus action. An aura remains in effect Dragon Aura Aura continually until you use a bonus action to dismiss it. Variety Name Effect All enemies within your aura take Dragon Wings acid damage equal to your At 13th level, you grow a permanent pair of wings. You Black Entropy proficiency at the start of your have a flying speed equal to your current speed. You can’t turn. use your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to All enemies within your aura accommodate your wings might be destroyed when you must make an intelligence saving spread them. throw (DC 8 + proficiency + Blue Disruption charisma modifier) to manifest Draconic Presence powers, cast spells or use spell- Beginning at 18th level, you can channel the dread like abilities. presence of your dragon ancestor, causing those around You and your allies within your you to become awestruck or frightened. As an action, once Brass Insight aura gain your proficiency to all a day you can draw on this power and exude an aura of intelligence checks. awe or fear (your choice) to a distance of 60 feet. For 1 You and allies within your aura minute or until you lose your concentration (as if you Bronze Alacrity gain your proficiency on initiative we’re casting a concentration spell), each hostile creature checks. that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or You and allies within your aura frightened (if you chose fear) until the aura ends. A gain your proficiency bonus on creature that succeeds on this saving throw is immune to any one roll per day. Once a your aura for 24 hours. Copper Serendipity particular ally chooses to use her bonus, the aura ends for that True Dragon Manifestation ally, but not for any other ally At 20th level the Dragon Disciple gains the ability to fully who has not yet used the bonus. manifest the power of their chosen dragon ancestry You and allies within your aura allowing them to change into the form of a young dragon gain your proficiency as a bonus of their chosen variety once a day. Once they assume this Gold Rejuvenation to any healing, but it only affects form they gain the strength, dexterity and constitution allies at or below half their full scores as well as temporary hit points of the dragon’s normal hit points. health while retaining their other scores. Anything you are carrying in your hands falls to the ground and anything on You and your allies within your your person either merges into your body or also falls to Green Aggression aura gain your proficiency bonus the ground (your choice). You are still able to cast spells to all strength checks. and utilize the other features of your class/archetype. You and allies within your aura Once you assume this form you remain in it for one receive a damage reduction to minute. However you may revert to your original form as a Red Confidence attacks that hit equal to your bonus action. Should your temporary hit points drop to proficiency bonus. zero in this form you return to your original form. After You and your allies within your you return to your original form you gain one level of Silver Liberty aura gain your proficiency to all exhaustion. You regain use of this feature after a long rest. charisma checks. Dragon Archetypes You and allies affected by your Different Dragon Disciples choose different approaches to White Ferocity aura gain your proficiency bonus mastering their fighting style. The dragon archetype you on weapon attack rolls to hit. choose to emulate reflects your approach.

Dragonscale Aura At 11th dragon utterly dominates any space it occupies merely by being there. Their noble grandeur, regal bearing, and savage ferocity are plainly on display for all to see. Dragons cannot simply be ignored. So, too, are the Dragons Disciples. They have learned to harness this quality of the dragon into an aura that can bolster or 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.

Duelling 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.

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 Drakeheart to impose disadvantage on the attack roll. You must be Those who emulate the dragons with techniques told in wielding a shield. legend. Using awe-inspiring auras, and revering dragons as majestic lords. A Dragoon is said to have been trained by Two -Weapon Fighting dragons or dragon knights, and were taken under the aegis When you engage in two-weapon fighting, you can add of a dragon, given otherworldly skills and served as your ability modifier to the damage of the second attack. retainers and defenders. Extra Attack Combat Training rd Beginning at 5th level, you can attack twice, instead of At 3 level you have warrior training that allows you to once, whenever you take the Attack action on your turn. perform special combat maneuvers. You gain the following benefits: Dragon Strike • You gain proficiency with martial weapons. By 7th level The Dragon Disciple has become a battle • You learn two maneuvers of your choice, which are trained veteran. They gain the ability to do a Dragon Strike. chosen from the list of maneuvers available to fighters When you hit a creature with a melee weapon attack you with the Battle Master archetype. Many maneuvers may add an extra 2d8 of damage. The type of damage is enhance an attack in some way. You can use only one based on your ancestry. You can use this number of times maneuver per attack. equal to 1 + your Charisma modifier. The damage • You learn one additional maneuver of your choice at 5th, increases to 3d8 at 15th level. You regain all expended uses 9th, 11th, and 15th levels. Each time you learn a new when you finish a long rest. maneuver, you can also replace one maneuver you know with a different one. Dragon Shout • Superiority Dice. You have four superiority dice, which Starting at 11th level when a creature within 10 feet of you are d8s. A superiority die is expended when you use it. You hits you with an attack, you can use your reaction to regain all of your expended superiority dice when you unleash an earth shaking dragon shout. All creatures finish a short or long rest. within 10 feet of you must succeed on a Dexterity saving You gain another superiority die at 11th level and one throw or receive 2d8 damage (type of damage based on more at 15th level. ancestry) and be knocked prone. In addition, you emit a • Saving Throws. Some of your maneuvers require your boom audible out to 300 feet. target to make a saving throw to resist the maneuver’s You can use this feature a number of times equal to your effects. The saving throw DC is calculated as follows: Charisma modifier (a minimum of once). You regain all Maneuver save DC = 8 + your proficiency bonus + your expended uses when you finish a long rest. Strength or Dexterity modifier (your choice) Draconic Inspiration Fighting Style At 15th level The Dragoon has mastered the dragon shout At 3rd level you adopt a particular style of fighting as your and can unleash a roar that inspires all allies that can hear specialty. them. This causes a number of allies that can hear you equal to your charisma modifier to gain advantage on their Spells Spell Slots per Spell Level Level Known 1st 2nd 3rd 4th 5th

1st next attack roll, ability check or saving throw. In addition, 2nd you emit a boom audible out to 300 feet. This feature recharges on a long rest. 3rd 3 3

4th 3 3

5th 4 4 2

6th 4 4 2

7th 5 4 3

8th 5 4 3

9th 6 4 3 2

10th 6 4 3 2

11th 7 4 3 3

12th 7 4 3 3

13th 8 4 3 3 1

14th 8 4 3 3 1

15th 9 4 3 3 2

16th 9 4 3 3 2

17th 10 4 3 3 3 1 18th 10 4 3 3 3 1 19th 11 4 3 3 3 2 20th 11 4 3 3 3 2 Dracomancer Spell Slots The Dracomancer an archetype that seeks to manipulate The Dracomancer table shows how many spell slots you the dragon blood coursing through their veins along with have to cast your spells of 1st level and higher. To cast one benefits it brings. Dissatisfied with the powers gained they of these spells, you must expend a slot of the spell’s level preform alchemical and magical rituals to tamper with the or higher. You regain all expended spell slots when you development of their powers sacrificing some of their finish a long rest. martial prowess for more access to the dragon blood and Spells known of 1st level and higher its power. They are known to have usually manipulated You know three 1st-level spells of your choice from the their dragon to receive their powers or obtain them sorcerer spell list. The Spells Known column of the without direct contact with a dragon of any sort. Dracomancer table shows when you learn more sorcerer

spells of your choice. Each of these spells must be of a Draconic Magic level for which you have spell slots. For instance, when you At 3rd level upon selecting the Dracomancer archetype the reach 5th level in this class, you can learn one new spell of Dragon Disciple has tampered with their blood enough to 1st or 2nd level. Additionally, when you gain a level in this the point where they have unlocked the power to harness class, you can choose one of the sorcerer spells you know and channel their own in born magic. They can discover and replace it with another spell from the sorcerer spell new and staggering ways to unleash that power of dragon list, which also must be of a level for which you have spell magic. slots. Cantrips Spell casting ability At 3rd level, you know 3 cantrips of your choice from the Charisma is your spellcasting ability for your Dracomancer sorcerer spell list. You learn an additional sorcerer cantrip th spells, since the power of your magic relies on your ability of your choice at 10 level. to project your will 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 Dracomancer spell you cast and (choose each time this ability activates) equal to half your when making an attack roll with one. Dragon Disciple level. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Detonate Gem Spell attack modifier = your proficiency bonus + your Starting at 15th level, you can use your action to consume Charisma modifier the reserve of stored within your Dragon Gem in a single burst. When you do so, choose and cast one of the following spells without using a spell slot: At 5th level you have gained possession of a Draconomicon. Tsunami, Earthquake, Whirlwind or Firestorm. Your gem The Draconomicon holds the spell find familiar. You must stone is destroyed and can’t be remade until you finish a have in hand the Draconomicon while casting find familiar long rest. with it. The spell doesn’t count against your number of spells known. You may cast find familiar as a ritual and may only summon the pseudodragon. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. In addition you can reference the Draconomicon whenever you make an Intelligence check to recall information about some aspect of dragons, such as lore about dragons. When you do so, you have advantage on that check.

Dragon Gem Starting at 7th level, you can spend 8 hours creating a dragon gem that stores draconic magic. You can only benefit from the gem yourself. You constantly gain one benefit of your choice as long as the stone is in your possession. When you create the gem, choose the benefit from the following options: • When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. • You can cast a spell without any somatic or verbal components. • When you cast a spell and roll a 1 or 2 on a damage die you can reroll one of the damage dies. You must use the new rolls. Shadow Dragon • When you cast a spell that has a duration of 1 minute or The Shadow dragons are Dragon Disciples that were either longer, you can double its duration, to a maximum trained in the Shadowfell, transformed by years spent duration of 24 hours. within its dismal confines or by some other magical means. Some shadow dragon disciples embrace the Shadowfell for After you cast a spell other than a cantrip that deals the its bleak landscapes and desolation. Others seek spread same type of damage as your ancestry, you can change the the darkness and evil of the Plane of Shadow. effect of your gem if the gem is on your person. If you create a new Dragon gem the previous one remains Shadow’s Call but the effect ceases to function. At 3rd level upon selecting the Shadow Dragon archetype the Dragon Disciple may, choose three skill proficiencies Heart of the Dragon from Acrobatics, Deception, Perception, Performance, Starting at 11th level whenever you cast a spell other than Sleight of Hand, and Stealth, or two skill proficiency and a cantrip that deals the same type of damage as your gain proficiency with thieves’ tools. You gain proficiency in ancestry, an aura of energy surrounds you. In addition to that skill if you did not have it. Your proficiency bonus is the spell’s effects, creatures of your choice within 10 feet doubled if you previously had that skill. of you take damage of the same type as your ancestry

Shadow Ancestry At 3rd level your dragon's scales lose their luster and fade to a charcoal black hue and your eyes pale to pools of opalescent gray. Any damage-dealing breath weapon you use becomes necrotic damage instead of its original damage type and the dragon resistance granted by your ancestry changes to necrotic damage.

Shadowfell Mark By 5th level the Shadow Dragon has learned to call the shadows to it. Before you attack a humanoid in melee, you may choose to mark that target for the shadow fell. If you reduced a marked target to 0 hit points a shadow rises from its corpse and acts immediately after the Shadow dragon in the initiative count. The shadow dragon may summon and has complete control over only one shadow at a time. The shadow lasts until killed or dismissed as a bonus action. This mark may be used a number of times equal to your Charisma Modifier (minimum one). You regain all expended uses when you finish a long rest.

Shadow Step At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness including your shadow. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Living Shadow At 15th level while in dim light or darkness, the Shadow Dragon has resistance to all damage that is not force, psychic, or radiant.