d12 |
Manifestation |
1 |
Claws. Each of your hands transforms into a claw, which you can use as a natural melee weapon if it’s empty, dealing 1d6 slashing damage on a hit. If you make at least one attack with your claws when you use the Attack action, you can make one additional claw attack as part of the same action. |
2 |
Fangs. Your teeth grow into vicious fangs, which are natural melee weapons that deal 1d10 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, that creature must succeeed on a Constitution saving throw or be poisoned until the end of your next turn. |
3 |
Barbed Tail. You sprout a tail lined with wicked barbs, which is a natural melee weapon with a 10 foot reach. It deals 1d10 piercing or slashing damage on a hit (your choice).
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4 |
Slime. You secrete a slippery, foul-smelling mucus all over your body. If you are unarmored, your AC increases by 2, and any creature that touches you for the duration takes 1d6 acid damage. You can deal this extra damage when you hit a creature with an unarmed strike, melee natural weapon attack or melee spell attack.
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5 |
Acid Bile. You are able to projectile vomit acidic bile as an action. All creatures in a 15-foot cone or 5 by 30 foot line (your choice) must succeed on a Dexterity saving throw or take 2d6 acid damage, or half as much damage on a success. At 6th level, you can substitute this for one or both attacks when you use the Attack action.
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6 |
Fetid Cloud. Noxious green gas extends from your body in a 10-foot radius. Any creature that starts its turn in this area, other than yourself, must succeed on a Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
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7 |
Horns. You grow wicked horns from your head (if you already have horns, they become larger and sharper). These are natural melee weapons that deal 1d6 piercing damage. Once on your turn, if you move at least 20 feet toward a target and hit it with your horns on the same turn, it takes an additional 2d6 piercing or bludgeoning damage (your choice).
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8 |
Tentacles. You sprout up to three writhing tentacles, which are natural melee weapons with a 10 foot reach. A creature hit by one of these tentacles takes 1d6 bludgeoning damage, and a Large or smaller creature must succeed on a Strength saving throw or be restrained until it can successfully escape using its action. You cannot attack with a tentacle while it is restraining a creature, but you can move a restrained creature 5 feet within your reach, in place of an attack.
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9 |
Pincers. Your hands become monstrous pincers, which are natural melee weapons. A creature hit by a pincer takes 1d8 bludgeoning damage, and a Large or smaller creature is grappled until it can successfully escape using its action.
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10 |
Hooves. Your feet become great cloven hooves, which are natural melee weapons. A creature hit by one of these weapons takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or be pushed back 5 feet and knocked prone.
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11 |
Spider Legs. Spidery legs sprout from your body, allowing you to climb difficult surfaces, including upside-down on ceilings, without having to make an ability check. You also gain a climbing speed equal to your walking speed.
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12 |
Wings. You sprout bat-like wings, granting you a 30 foot flying speed.
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##### Draconic Spells
| Level | All Ancestries | Black/Copper | White/Silver | Red/Gold/Brass | Blue/Bronze | Green |
|:---:|:-----------:|-----------:|-----------:|-----------:|-----------:|----:|
| 1st | *command* | *caustic brew* | *frost fingers* | *burning hands* | *witch bolt* | *ray of sickness* |
| 3rd | *dragon's breath* | *acid arrow* | *snowball swarm* | *scorching ray* | *lightning rod* | *protection from poison* |
| 5th | *fear* | *corrosive touch* | *sleet storm* | *fireball* | *lightning bolt* | *stinking cloud* |
| 7th | *elemental bane* | *vitriolic sphere* | *ice storm* | *fire shield* | *storm sphere* | *sickening radiance* |
| 9th | *dominate person* | *acid storm* | *cone of cold* | *immolation* | *lightning storm* | *cloudkill*
##### Divine Spells
| Level | All Alignments | Good | Evil | Law | Chaos | Neutrality |
|:---:|:-----------:|-----------:|-----------:|-----------:|-----------:|-----------:|
| 1st | *detect evil and good* | *cure wounds* | *inflict wounds* | *bless* | *bane* | *protection from evil and good* |
| 3rd | *spiritual weapon* | *aid* | *shadow blade* | *calm emotions* | *zone of truth* | *warding bond* |
| 5th | *spirit guardians* | *life transference* | *vampiric touch* | *remove curse* | *bestow curse* | *magic circle* |
| 7th | *guardian of faith* | *aura of life* | *shadow of moil* | *banishment* | *freedom of movement* | *divination* |
| 9th | *hallow* | *mass cure wounds* | *contagion* | *planar binding* | *raise dead* | *commune* |
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