Dragonsoul
Guards charge through the streets, panic trailing the ends of their words as they search for the beast sighted rampaging in the market square. A red-haired elf moves to let them pass, and once he turns down the next street, releases a puff of smoke from his nose.
Flying low to the ground, a brilliant white dragon speeds across a frozen landscape. The sound of war drums grows closer, and the dragon rakes his claws over the snowy plain, kicking up a blinding draft of powder. The wall of white rushes for a line of soldiers, and with a twist, the dragon spirals up into the air, burying the soldiers in a avalanche of ice and snow.
Golden eyes gleam in the moonlight. The bandits lay still around a burnt-out campfire, their stolen gold bursting from the seams of the pouches at their belts. A shadow in the brush lowers itself into a hunter's crouch, and a forked tongue flicks out. With a bestial roar, a dragon with blazing green scales pounces from the brush, pinning one of the bandits under her terrible claws. The men scramble to flee from under the shadow of a pair of great wings as the dragon rears back, bearing teeth like daggers. In a flash, the encampment is empty, and the dragon chortles to herself as she rakes up the gold left behind.
The most infamous monsters of storybooks, bane of kingdoms, and foe to every errant knight seeking gold and glory, dragons inspire terror and awe like no other. With fang and claw, and terrible burning breath, dragons take what they want of the world, and only the bravest, or most foolish, would dare challenge these kings of the sky.
Feared or Famed
Whether your scales are metallic or chromatic, others will have predetermined opinions of you based on your appearance alone. It is your choice how you will react to the apprehension you will be met with. You can choose either to lean into your monstrous nature, taking pleasure in the fear your presence causes, and using your power to control those weaker than yourself, or you can choose a benevolent path. In place of being feared on sight, you may wish to earn the respect of other creatures. You can use your power as a force of good in the world, taking on other monsters in service to those who look up to you.
Creating a Dragonsoul
Dragons are typically solitary creatures, and beyond a few species, are not often known to intermingle with lesser creatures. So, what started your journey? How did you end up where you are? Perhaps it is no longer safe to expose yourself as a dragon in a world that hunts them for sport, so you use your humanoid form to seek refuge amongst the enemy, and are biding your time until you can either take your revenge, or change the public opinion in your favor. Perhaps you were banished by a collective authority of your own kind, and have no choice but to carry on this way until you can redeem yourself.
Consider these questions while you are creating your dragonsoul character.
Attitude Toward Humanoids
Dragons tend to be split down the middle when it comes to their opinions on humanoids. Half want to burn them to a crisp, or subjugate as many as possible, while others actively seek out their company, or position themselves as protectors over their feeble humanoid friends.
d6 | Attitude |
---|---|
1 | You have the urge to burn every humanoid you see |
2 | Humanoids are annoying pest, but they make useful servants with proper motivation |
3 | You are more than happy to keep to the company of only your own kind |
4 | Humanoids are a mouse to your cat. They are fun to mess with, but you always let them go when once you've had your fun |
5 | Humanoids are not so different from you. There is much to learn from them, if one is willing to have an open mind |
6 | You happily make friends with anyone, and enjoy lively company no matter who its from |
Draconic Ambition
Dragons are renowned for their thirst for power, resources, or knowledge, and the lengths they will go to achieve their goals.
d6 | Ambition |
---|---|
1 | You want to amass as much physical gold as possible. |
2 | You seek to gain the favor with powerful beings and diefic figures |
3 | You will not rest until your domain stretches from horizon to horizon |
4 | You find bodies a more valuable commodity than gold. What kingdom can withstand a dragon's might, and the army at its back? |
5 | It is your purpose to cultivate the largest collection of worldly knowledge there has ever been |
6 | You are desperate to find the key to ever-lasting life, and will tear the world apart to find it |
Hoarded Items
Not all dragons are content only with gold and precious gems. Some crave a more unique treasure.
d6 | Treasure |
---|---|
1 | You seek rare art pieces from the world's most talented painters and sculptors |
2 | Your hoard resembles a library, filled to the brim with tomes, scrolls, poems, historical records, and works of fiction alike |
3 | You collect only a specific type of gemstone |
4 | You enjoy the craftsmanship of others, collecting handmade clothes, pottery, and tools |
5 | As trophies of your conquest, your hoard is full of the weapons, armor, and charred bones of those who have challenged you |
6 | You collect creatures. Mundane beasts, magical monstrosities, or even pet humanoids |
Dragonsoul
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Elemental Core, True Form |
2nd | +2 | Innate Magic |
3rd | +2 | Chromatic Heritage |
4th | +2 | Ability Score Improvement |
5th | +3 | True Form Improvement |
6th | +3 | Chromatic Heritage Feature |
7th | +3 | Frightful Presence |
8th | +3 | Ability Score Improvement |
9th | +4 | Flyby |
10th | +4 | True Form Improvement |
11th | +4 | Chromatic Heritage Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Reactive Bash |
14th | +5 | Blindsense |
15th | +5 | True Form Improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Chromatic Heritage Feature |
18th | +6 | Legendary Resistance |
19th | +6 | Ability Score Improvement |
20th | +6 | True Form Improvement |
Quick Build
You can make a dragonsoul quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution. Note that your hitpoints are 8 + your Constitution modifier. Second, choose the charlatan background.
Hit Points
Hit Dice: 1d8 per dragonsoul level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Level: 1d8 (or 5) + your Constitution modifier per dragonsoul level after 1st
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose any 2 from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth.
Equipment
You start with the following items, plus anything provided by your background.
- leather armor
- (a) a simple melee weapon and a simple ranged weapon or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 3d4 x 10 gp to buy your own equipment.
Multiclassing
You cannot multiclass into or out of this class.
Class Features
As a dragonsoul, you gain the following class features.
Elemental Core
At the heart of each dragon's ferocity and awe-inspiring presence is the source of their baneful breath weapons: their elemental core. Once you choose your elemental core at 1st level, this choice cannot be changed. Your core refers to a specific damage type, and this damage type will be referenced in your other abilities. Choose one of the following to be your core: fire, cold, lightning, acid, or poison.
At your GM's discretion, other core types may be available, such as psychic, radiant, necrotic, thunder, and force, in reference to particularly rare dragons.
True Form
You are a dragon, despite the amount of time you spend in your humanoid form. Your humanoid self is a flawless imitation of any particular humanoid race of your choosing, but once you decide on the features of your disguise, the decisions are permanent. You can switch between your Humanoid and Dragon form as an Action.
Also, as a dragon, you know Draconic.
At 1st level, your powers, including your size, as a dragon are limited. But, you gain power as you grow in this class. You can enter new, larger and more ferocious True Forms at levels 5, 10, 15, and 20. The True Form stat blocks change your Strength, Dexterity, and Constitution scores, but your Intelligence, Wisdom, and Charisma remain the same whether you are in Humanoid or Dragon form.
All abilities that you use while in your True Form, that are not otherewised defined, use the following calculation for saving throws:
Save DC = 8 + your proficiency bonus + your Charisma modifier
When you reach 6th level, your natural weapon attacks in your True Form count as magical for the purposes of overcoming resistance and immunity to non-magical damage.
True Form (1st level)
Medium dragon
- Armor Class 14 (natural armor)
- Speed 30 ft.
STR DEX CON 17 (+3) 10 (+0) 15 (+2)
- Damage Resistances determined by your elemental core
- Senses darkvision 60 ft.
Traits
Draconic Vitality. You gain temporary hit points equal to half your maximum HP. You gain these temporary hit points only once per long rest when you enter your true form.
Glide. Your wings are small and stunted, only allowing you to glide. This makes you immune to falling damage (if you are not incapacitated), but unable to truly fly.
Actions
Bite. Melee Weapon Attack: +3 + PB to hit. Reach 5 ft., one target. Hit: 1d6 + 3 piercing damage + 1d6 damage matching your elemental core.
Claw. Melee Weapon Attack: +3 + PB to hit. Reach 5 ft., one target. Hit: 1d4 + 3 slashing damage. When you use your Action to make a claw attack, you can make another claw attack as a bonus action.
Tail. Melee Weapon Attack: +3 + PB to hit. Reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. If the target fails a Strength saving throw, it is knocked prone.
Breath Weapon (1/short rest). Choose whether your Breath Weapon is a 30-foot line or 15-foot cone. Roll a number of d6's equal to twice your proficiency bonus (ex. 4d6 at 1st level). The damage type is that of your elemental core. Creatures in the area must succeed a Dexterity saving throw, taking half damage on a successful save. You can expend half your maximum Hit Dice, if they are available, to use your Breath Weapon again if you have no uses remaining
True Form (5th level)
Large dragon
- Armor Class 16 (natural armor)
- Speed 30 ft., 30 ft., fly
STR DEX CON 19 (+4) 10 (+0) 17 (+3)
- Damage Resistances determined by your elemental core
- Senses darkvision 120 ft.
Traits
Draconic Vitality. Your Hit Die becomes a d10. You also gain temporary hit points equal to half your maximum HP. You gain these temporary hit points only once per long rest when you enter your true form.
Actions
Multiattack. You can make two attacks with your Action, in any combination of the options listed below.
Bite. Melee Weapon Attack: +4 + PB to hit. Reach 10 ft., one target. Hit: 1d8 + 4 piercing damage + 1d6 damage matching your elemental core.
Claw. Melee Weapon Attack: +4 + PB to hit. Reach 5 ft., one target. Hit: 1d6 + 4 piercing damage. You can make another claw attack as a bonus action.
Tail. Melee Weapon Attack: +4 + PB to hit. Reach 10 ft., one target. Hit: 1d10 + 4 piercing damage. If the target fails a Strength saving throw, it is knocked prone.
Breath Weapon (1/short rest). Choose whether your Breath Weapon is a 60-foot line or 30-foot cone. Roll a number of d6's equal to twice your proficiency bonus (ex. 6d6 at 5th level). The damage type is that of your elemental core. Creatures in the area must succeed a Dexterity saving throw, taking half damage on a successful save. You can expend half your maximum Hit Dice, if they are available, to use your Breath Weapon again if you have no uses remaining.
True Form (10th level)
Huge dragon
- Armor Class 18 (natural armor)
- Speed 30 ft., 60 ft., fly
STR DEX CON 21 (+5) 10 (+0) 19 (+4)
- Damage Immunities determined by your elemental core
- Senses darkvision 120 ft.
Traits
Draconic Vitality. Your Hit Die becomes a d12. You also gain temporary hit points equal to half your maximum HP. You gain these temporary hit points only once per long rest when you enter your true form.
Actions
Multiattack. You can make two attacks with your Action, in any combination of the options listed below.
Bite. Melee Weapon Attack: +5 + PB to hit. Reach 10 ft., one target. Hit: 1d10 + 5 piercing damage + 2d6 damage matching your elemental core.
Claw. Melee Weapon Attack: +5 + PB to hit. Reach 5 ft., one target. Hit: 1d8 + 5 piercing damage. You can make another claw attack as a bonus action.
Tail. Melee Weapon Attack: +5 + PB to hit. Reach 15 ft., one target. Hit: 2d10 + 5 piercing damage. If the target fails a Strength saving throw, it is knocked prone.
Breath Weapon (1/short rest). Choose whether your Breath Weapon is a 90-foot line or 45-foot cone. Roll a number of d6's equal to twice your proficiency bonus (ex. 8d6 at 10th level). The damage type is that of your elemental core. Creatures in the area must succeed a Dexterity saving throw, taking half damage on a successful save. You can expend half your maximum Hit Dice, if they are available, to use your Breath Weapon again if you have no uses remaining.
True Form (15th level)
Huge dragon
- Armor Class 20 (natural armor)
- Speed 40 ft., 80 ft., fly
STR DEX CON 23 (+6) 10 (+0) 21 (+5)
- Damage Immunities determined by your elemental core
- Senses darkvision 120 ft.
Traits
Draconic Vitality. Your Hit Die becomes a d12. You also gain temporary hit points equal to half your maximum HP. You gain these temporary hit points only once per long rest when you enter your true form.
Actions
Multiattack. You can make two attacks with your Action, in any combination of the options listed below.
Bite. Melee Weapon Attack: +6 + PB to hit. Reach 10 ft., one target. Hit: 1d10 + 6 piercing damage + 3d6 damage matching your elemental core.
Claw. Melee Weapon Attack: +6 + PB to hit. Reach 5 ft., one target. Hit: 1d10 + 6 piercing damage. You can make another claw attack as a bonus action.
Tail. Melee Weapon Attack: +6 + PB to hit. Reach 15 ft., one target. Hit: 2d12 + 6 piercing damage. If the target fails a Strength saving throw, it is knocked prone.
Breath Weapon (1/short rest). Choose whether your Breath Weapon is a 120-foot line or 60-foot cone. Roll a number of d6's equal to twice your proficiency bonus (ex. 10d6 at 15th level). The damage type is that of your elemental core. Creatures in the area must succeed a Dexterity saving throw, taking half damage on a successful save. You can expend half your maximum Hit Dice, if they are available, to use your Breath Weapon again if you have no uses remaining
True Form (20th level)
Gargantuan dragon
- Armor Class 22 (natural armor)
- Speed 40 ft., 80 ft., fly
STR DEX CON 25 (+7) 10 (+0) 23 (+6)
- Damage Immunities determined by your elemental core
- Senses darkvision 120 ft.
Traits
Draconic Vitality. Your Hit Die becomes a d20. You also gain temporary hit points equal to half your maximum HP. You gain these temporary hit points only once per long rest when you enter your true form.
Actions
Multiattack. You can make three attacks with your Action, in any combination of the options listed below.
Bite. Melee Weapon Attack: +7 + PB to hit. Reach 15 ft., one target. Hit: 1d12 + 7 piercing damage + 5d6 damage matching your elemental core.
Claw. Melee Weapon Attack: +7 + PB to hit. Reach 10 ft., one target. Hit: 1d10 + 7 piercing damage. You can make another claw attacks as a bonus action.
Tail. Melee Weapon Attack: +7 + PB to hit. Reach 20 ft., one target. Hit: 3d12 + 7 piercing damage. If the target fails a Strength saving throw, it is knocked prone.
Breath Weapon (1/short rest). Choose whether your Breath Weapon is a 180-foot line or 90-foot cone. Roll a number of d6's equal to three times your proficiency bonus (ex. 18d6 at 20th level). Creatures in the area must succeed a Dexterity saving throw, taking half damage on a successful save. The damage type is that of your elemental core. You can expend half your maximum Hit Dice, if they are available, to use your Breath Weapon again if you have no uses remaining.
Innate Magic
You have a limited ability to cast spells. You gain the ability to cast one cantrip and one 1st-level spell of your choice based on your elemental core. Charisma is your spellcasting ability for this feature. You can cast each leveled spell you know once per long rest.
Elemental Core | Spells |
---|---|
Fire | Firebolt; Bane or Burning Hands |
Cold | Frostbite; Fog Cloud or Ice Knife |
Lightning | Lightning Lure; Feather Fall or Witch Bolt |
Acid | Acid Splash; Create or Destroy Water or Caustic Brew |
Poison | Poison Spray; Ray of Sickness or Speak with Animals |
Thunder | Thunderclap; Thunderwave or Earth Tremor |
Radiant | Sacred Flame; Bless or Guiding Bolt |
Necrotic | Chill Touch; Bane or Inflict Wounds |
Psychic | Vicious Mockery; Dissonant Whispers or Silent Image |
Force | Eldritch Blast; Magic Missile or Shield |
Chromatic Origin
At 3rd level, you gain additional features depending on the type of dragon that you are. You gain features from your Chromatic Origin at levels 3, 6, 11, and 17.
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.
You may instead take a feat at this level.
Frightful Presence
At 7th level, if you are in your True Form, as an Action you can target a number of creatures equal to your proficiency bonus within 90 feet of you. The targets must succeed on a 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.
Flyby
At 9th level, if you are in your True Form, when you take the Disengage Action and are using your flying speed to move away, you can make one Bite attack as a reaction against a creature within your reach.
Reactive Bash
You gain a new attack to use against foes who make the mistake of striking you. At 13th level, while in your True Form, when you are damaged by a creature who you have not made an attack against during the previous turn, you can make one Tail attack against them as a reaction. You can use this special reaction a number of times equal to your proficiency bonus, then must finish a long rest to regain expended uses.
Blindsense
At 14th level, you gain blingsight with a range of 20 feet.
Legendary Resistance
At 18th level, your strong attunement with the forces of magic in the world make it hard for spells to affect you. When you are targeted by a magical effect or spell, and you fail your saving throw against the effect, you can expend a use of this ability to reroll your save and take the highest result. You can do this once per initiative. You may also expend one of your Hit Dice to use this ability again, but no more than three times per initiative.
Chromatic Heritage (20)
Below are the options for your heritage. Your DM may choose to restrict the options available to you. Each heritage is labeled with a (C) for common, (U) for uncommon, and (R) for rare. A DM may decide you may only choose from some of those available options based on the campaign setting.
Amethyst Dragon (U)
Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.
Your Elemental Core must be Force to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | blur |
5 | dispel magic |
9 | legend lore |
13 | globe of invulnerability |
Webbed Fingers
3rd-level Amyethyst Dragon feature
You gain a swimming speed equal to your walking speed while in your True Form.
Psionic Crystals
3rd-level Amyethyst Dragon feature
Your body produces special crystals that can hold a small portion of your power. You can create one crystal per short or long rest, up to a number equal to your proficiency bonus. The crystals last until destroyed. You can use the crystals in one of the following ways:
Homing Beacon. You can affix the crystal into the ground, or other solid structure. As an Action, you can home in on the crystal's location, provided you are on the same plane as the crystal.
Explosive Crystal. You can throw a crystal up to 60 feet, or detonate any one crystal you have placed on the ground or affixed to a structure as an Action. It explodes on impact, dealing 2d8 force damage in a 10-foot sphere if creatures within the area fail a Constitution saving throw, or half as much on a successful save. This damage increases to 3d8 at 5th level, 4d8 at 9th, 5d8 at 13th, and 6d8 at 17th.
Spatial Projection. As an Action, you can affix a crystal to a solid location, and use your Action on any following turn within the next minute to teleport to that crystal's location. Once a crystal has been used in this way, it becomes inert.
Inescapable Fangs
6th-level Amyethyst Dragon feature
Creatures which take damage from the bite attack of your True Form are subject to the effects of intense gravity. The target must make a Strength saving throw, or have its speed reduced to 0 until the end of its next turn.
Summon Gravity
11th-level Amyethyst Dragon feature
Choose a point within 120-feet of you. As an Action, you summon a gravity well in a 15-foot radius sphere. Every creature within the area must succeed a Strength saving throw or have its speed reduced by 5 feet. Every turn the creature remains within the area, which is difficult terrain, it must succeed this save again, or have its speed reduced further, to a maximum of 0. You can do this once per initiative.
Imprisoning Force
17th-level Amyethyst Dragon feature
In your true form, you are continuously surrounding by shifting walls of force. You can manipulate these walls as a reaction in one of the following ways:
- You can block a creature's approach or exit if they move within 30 feet of you. You push one of your force walls into the creature's path, knocking it prone if it fails a Strength saving throw.
- You can use the walls to deflect incoming attacks. You grant yourself 3/4ths cover against the triggering attack.
- You can use the walls as weapons. If a creature ends its turn within 30 feet of you, you can slam the wall into them, dealing 3d10 points of bludgeoning damage if the creature fails a Dexterity saving throw.
Black Dragon (C)
The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
Your Elemental Core must be Acid to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | blindness/deafness |
5 | plant growth |
9 | insect plague |
13 | disintegrate |
Beast of the Bog
3rd-level Black Dragon feature
You make your home in swamps and dank wetlands. You gain a swimming speed equal to your walking speed, and you are able to hold your breath for a number of minutes equal to 10 x your Constitution modifier. Additionally, you have advantage on Dexterity (Stealth) checks to conceal yourself within swamplands.
Fear of the Dark
3rd-level Black Dragon feature
While you are in your True Form and are in dim light or darkness, you gain advantage on Charisma (Intimidation) checks.
Goring Charge
6th-level Black Dragon feature
If you move at least 20 feet in a straight line before making a melee attack while in your True Form, you can attempt to gore your target with your curved horns. If you land the attack, you can cause one of the following effects if the target fails a Strength saving throw:
- The target takes an additional 2d6 piercing damage
- The target is impaled on your horns and considered grappled
- The target is knocked prone or shoved back 10 feet
Summon Darkness
11th-level Black Dragon feature
As an Action, you can summon a deep, terrifying darkness over your opponents. Magical darkness spreads from a point you chooses within 120 feet of you, filling a 15-foot-radius sphere until you dismiss it as an Action or you die. 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 the effect'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. You can do this once per initiative.
Noxious Gas
17th-level Black Dragon feature
In your true form, you continuously expel a foul gas cloud. The swamp gas expands 10 feet in every direction. Each creature who starts their turn within the area must succeed on a Constitution saving throw or be nauseated. If a creature fails this saving throw, it remains nauseated until it leaves the area.
Blue Dragon (C)
Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
Your Elemental Core must be Lightning to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | blur |
5 | thunder step |
9 | wall of stone |
13 | chain lightning |
Sand Surfer
3rd-level Blue Dragon feature
You gain a burrowing speed equal to your walking speed. Further, when you take the Disengage action, you can burrow up to 15 feet as part of that action.
Lightning Rod
6th-level Blue Dragon feature
When another creature uses an effect or casts a spell that deals lightning damage, you can use your reaction to redirect the damage to yourself, losing your resistance to this damage, or turning your immunity into resistance. If you do so, your next attack deals additional lightning damage equal to your dragonsoul level.
Sand Spit
11th-level Blue Dragon feature
As an Action, you can summon a cloud of sand swirls about in a 15-foot-radius sphere centered on a point you can see within 120 feet of you. The cloud spreads around corners. Each creature in the cloud must succeed on a Constitution saving throw or be blinded 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. You can do this once per initiative.
Earthen Tremors
17th-level Black Dragon feature
In your true form, you can command the earth beneath you at a whim. As a bonus action on each of your turns, you can create a 5-foot-radius, 20-foot-deep pit within 30 feet of you. A creature on the ground above where the pit formed must make a Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 2d6 bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
Brass Dragon (C)
The most gregarious of the true dragons, brass dragons crave interesting companionship and no shortage of luxury.
Your Elemental Core must be Fire to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | see invisibility |
5 | wall of sand |
9 | hold monster |
13 | irresistible dance |
Echoing Earth
3rd-level Amyethyst Dragon feature
You gain a burrow speed equal to your walking speed while in your True Form. While burrowed, you gain tremor sense with a range of 15 feet.
Scorching Wind
3rd-level Brass Dragon feature
As an Action, you can call down a hot, desert wind in a 15-foot cone. Gases, fog, smoke, and other vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished. Creatures in the path of the wind are subject to an intense heat, making them more vulnerable to fire damage. On the following turn, any creature who was within the wind's path takes an additional die of damage from any effect which deals fire damage.
Obscuring Sands
6th-level Brass Dragon feature
Whenever you Dash, an unnatural amount of dust or sand kicks up around you. Opportunity attacks have disadvantage against you.
Touch of Sleep
11th-level Brass Dragon feature
You can touch a creature as an Action. If it fails a Constitution saving throw, it falls asleep for the next 10 minutes. This ends if another creature uses its Action to wake the target, or if it takes any damage. You can do this once per initiative.
Aura of Fatigue
17th-level Brass Dragon feature
In your true form, you are surrounding by an aura that slows down the mind's of other creatures. Any creature that approaches within 10 feet of you must succeed a Constitution saving throw or be subject to the following effects:
- The creature's speed is halved
- If the creature can make multiple attacks on its turn, it can only make one
- The creature takes -2 penalty to AC and Dexterity ability checks and saving throws
A creature can reroll this saving throw at the end of each of its turns. If it fails this save 3 times in a row, it falls asleep until it is removed from the area.
Bronze Dragon (C)
Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
Your Elemental Core must be Lightning to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | blur |
5 | lightning bolt |
9 | control winds |
13 | scatter |
Water Skipper
3rd-level Bronze Dragon feature
You gain a swimming speed equal to your walking speed while in your True Form. The first time you enter water and use your swim speed on a turn, your speed is doubled.
Electrified Step
3rd-level Bronze Dragon feature
If you have expended no movement since the beginning of your previous turn, you can use 5 feet of movement to move to an adjacent unoccupied space. This movement does not provoke opportunity attacks, and every creature within 5 feet of the space you now occupy must succeed a Dexterity saving throw or take lightning damage equal to your Charisma modifier.
Fading Pattern
6th-level Bronze Dragon feature
Your scales are patterned to trick the eye, displacing your outline and allowing you to camouflage yourself with ease. While you have all your hit points, you can take the Hide action as a bonus action.
Thunderclap
11th-level Bronze Dragon feature
A thunderclap originates at a point you can see within 120 feet of you. Each creature within a 15-foot radius centered on that point must make a Constitution saving throw or take 1d10 thunder damage and be deafened until the end of its next turn. The thunderclap continues to radiate within the area while you maintain concentration on this effect, as though it were a spell. You can do this once per initiative.
Salt Burst
17th-level Bronze Dragon feature
In your true form, you can cause the air at a specified point to crystallize and explode with jagged shards of salt. Choose a point you can see. As a bonus action on each of your turns, you can cause the air in a 10-foot area centered on that point to crystallize. Each creature in the area must succeed a Dexterity saving throw or take 3d6 slashing damage. You can also move this area to another point you can see with your bonus action.
Copper Dragon (C)
Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
Your Elemental Core must be Acid to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | detect thoughts |
5 | major image |
9 | greater invisibility |
13 | mental prison |
Expert Climber
3rd-level Copper Dragon feature
You gain a climbing speed equal to your walking speed while in your True Form. While attached a vertical surface, you have advantage on checks and saving throws which would dislodge you and cause you to fall.
Energy Siphon
3rd-level Copper Dragon feature
When you hit a creature with an attack, you can force it to make a Constitution saving throw or half its speed reduced by half, and you gain a +10 bonus to your movement speed until the end of your next turn. If the creature succeeds, it is immune to this effect for 24 hours.
You can use this ability a number of times equal to your proficiency bonus per long rest.
Mirage on the Wing
6th-level Copper Dragon feature
If you take at least 1 hour to decorate your wings with painter's supplies while in your true form, or have another creature decorate them, you can use bright flashes of color to distract your foes. As a reaction to being targeted by an attack, or if your ally is being targeted by a ranged attack, and you are between the attacker and your ally, you can unfurl your wings and reveal daringly bright and exciting patterns of color. The attacker must succeed a Perception check contested by the ability check used to create the image on your wing with painter's supplies. If the target fails, the attack is rolled with disadvantage.
The paint lasts until the end of your next long rest.
Sinking Mud
11th-level Copper Dragon feature
Choose a 15-foot-radius area on the ground that it can see within 120 feet of yourself. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a Strength saving throw or sink into the mud and become restrained. A creature can take an Action to attempt a Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. After your turn during the following round, the mud hardens, and any creature attempting to escape does so with disadvantage. You can do this once per initiative.
Contagious Laughter
17th-level Copper Dragon feature
You are surrounded by an air of boisterousness that is truly infectious. In your true form, a pinkish gas is expelled from you 10 feet in all directions. Each creature who starts their turn within the area must succeed on a Wisdom saving throw is incapacitated with laughter until it leaves the area. If the creature takes damage, it regains a single action during its following turn, as its senses are briefly knocked back into it. If a creature has been exposed to this gas for 1 minute or longer, the effects begin to fade as its system acclimates to the toxin, and it will remain unaffected by the gas for the next 24 hours.
Crystal Dragon (U)
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Your Elemental Core must be Radiant to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | lesser restoration |
5 | hypnotic pattern |
9 | greater restoration |
13 | eyebite |
Burrower
3rd-level Crystal Dragon feature
You gain a burrow speed equal to your walking speed while in your True Form.
Mark of Radiance
3rd-level Crystal Dragon feature
Once per short or long rest, you can touch a creature as an Action and infuse them with energy from the Positive Energy plane. For the following minute, while you maintain concentration on this effect, the creature receives the following benefits:
- The creature is resistant to necrotic damage
- It regains hit points equal to your Charisma modifier at the start of every turn if it has less than half its maximum HP
- When it deals damage to a creature for the first time on a turn, the creature takes additional radiant damage equal to your dragonsoul level
Positive Infusion
6th-level Crystal Dragon feature
Any creature that finishes a short rest while remaining within 30 feet of you can roll an additional Hit Dice worth of healing.
Starlight Gleam
11th-level Crystal Dragon feature
Choose a point you can see within 120 feet of you. Gleaming starlight radiates from that point to fill a 15-foot-radius sphere with dim light. Each creature other than the you in that area when the light appears must succeed on a Dexterity saving throw or be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The effect lasts for 1 minute. You can do this once per initiative.
Shimmering Aura
17th-level Crystal Dragon feature
In your true form, you continuously expel blinding starlight. The light expands 10 feet in every direction. Each creature who starts their turn within the area must succeed on a Dexterity saving throw or take 2d12 radiant damage. Any creature that remains within the area has disadvantage on attack rolls.
Deep Dragon (U)
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Your Elemental Core must be Psychic to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | darkness |
5 | water breathing |
9 | passwall |
13 | investiture of stone |
Burrower
3rd-level Deep Dragon feature
You gain a burrow speed equal to your walking speed while in your True Form.
Restless Spores
3rd-level Deep Dragon feature
As an Action, you can make an attack against a creature to successfully transfer your spores to them. This can be disguised as a non-hostile Action with a Deception or Performance check, at the DM's discretion. The next time that creature attempts to take a long rest, it must succeed a DC 10 Constitution saving throw, or be unable to benefit from its long rest. The spores lasts until the creature succeeds this saving throw. Creatures immune to poison are immune to this effect.
Sludge Bomb
6th-level Deep Dragon feature
As a bonus action, you can spew toxic sludge in a 10-foot square in front of you. The area becomes difficult terrain until the end of your next turn.
Nightmare Shapes
11th-level Deep Dragon feature
As an Action, you can summon pillars of shadows that twist themselves into a creature's worst nightmare. The shadows occupy a 15-foot square, and can be summoned at any point you can see within 120 feet of you. You can sustain a number of shadows equal to your Charisma modifier for up to 1 minute. When the shadow appears, a target you designate that is adjacent to the shadow must succeed a Wisdom saving throw or be frightened until the end of its next turn. Once a creature has been affected by this, it is immune to the effect for 24 hours. You can do this once per initiative.
Confounding Spores
17th-level Deep Dragon feature
You are surrounded by an aura of mind-bending spores. The spores extend 10 feet in all directions. Any creature within the area of the spores that makes an attack must make a Constitution saving throw. If it fails, it is poisoned, and the target of its attack becomes a random creature within reach that is not you, and if no creatures are within reach, the target attacks itself. The creature is poisoned until it leaves the area.
Emerald Dragon (U)
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Your Elemental Core must be Psychic to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | invisibility |
5 | dispel magic |
9 | mislead |
13 | programmed illusion |
Burrower
3rd-level Emerald Dragon feature
You gain a burrow speed equal to your walking speed while in your True Form.
Vanishing Illusion
3rd-level Emerald Dragon feature
As a bonus action, you can become magically invisible until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Emerald Embers
6th-level Emerald Dragon feature
An as Action, you can create a mote of green flame that dances around you. You can create a number of motes equal to your proficiency bonus per day. While the motes last, up to 10 minutes, attacks have disadvantage against you. You can manipulate the motes as a bonus action in one of the following ways:
- You can fire one of the motes at any creature within 60 feet of you. Make a ranged spell attack, using your Charisma modifier as your spellcasting ability. On a hit, the target takes fire damage equal to 2 rolls of your current Hit Die.
- You can have the mote attach itself to a creature that is adjacent to you. If the creatures fails a Dexterity saving throw, it is cloaked in emerald light, and attacks against it have advantage until the start of your next turn.
Distort Perception
11th-level Emerald Dragon feature
As an Action, you can bend the perception of the creatures around you, making it difficult for them to anticipate your next move. Any creature within 30 feet of you that fails an Intelligence saving throw must subtract a d6 from their next attack roll, ability check, or saving throw. If this causes the creature to fail the triggering check, they also take 4d6 psycic damage. You can do this once per initiative.
Hunger of the Green Flame
17th-level Emerald Dragon feature
As an action, you can surround yourself in verdant flame. Creatures within 5 feet of you take 1d12 fire damage when the flames appear. The flames continue to expand by 5 feet at the start of each of your turns. This effect lasts while you maintain concentration on it, up to 1 minute.
Gold Dragon (C)
The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.
Your Elemental Core must be Fire to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | zone of truth |
5 | slow |
9 | hold monster |
13 | globe of invulnerability |
Webbed Fingers
3rd-level Gold Dragon feature
You gain a swim speed equal to your walking speed while in your True Form.
Golden Glow
3rd-level Gold Dragon feature
As an action, you can produce warm, soothing light in a 20-foot radius centered on yourself. You can sustain this light for up to 1 hour. Once this hour is up, you cannot use this ability again until you finish a long rest. Also, while it lasts, you can grant yourself advantage on Charisma skill checks.
Scent for Deceit
6th-level Gold Dragon feature
You have an ear for picking out lies. While in your true form, you have advantage on Wisdom (Insight) checks to determine whether a creature is lying or obfuscating the truth.
Beguiling Glow
11th-level Gold Dragon feature
When you would use your Golden Glow feature, you can instead produce a Beguiling Glow. It lasts for 1 minute instead of 1 hour, and all creatures within the light must succeed a Wisdom saving throw or be charmed by you. This effect ends if the creature takes damage from you.
Stay the Violent
17th-level Gold Dragon feature
Your mere presence is often enough to quell violent thoughts. You are surrounded by an aura, extending 10 feet in all directions, that stays violent action. You can choose for any number of creatures within 10 feet of you to be excluded from this effect. Otherwise, every creature that starts its turn within 10 feet of you must make a Wisdom saving throw. On a failure, it has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws while it remains within the aura.
Green Dragon (C)
The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.
Your Elemental Core must be poison to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | invisibility |
5 | plant growth |
9 | cloudkill |
13 | mass suggestion |
Carving Wake
3rd-level Green Dragon feature
You gain a swim speed equal to your walking speed while in your True Form. Also, whenever you are using your swim speed and take the Dash action, creatures within 5 feet of you must succeed a Strength saving throw or be pushed 5 feet away.
Toxic Blood
3rd-level Green Dragon feature
Your body is a mire of potent poison. When you are below half your maximum HP, creatures within 5 feet of you take poison damage equal to your Charisma modifier whenever you take damage.
Disarming Mist
6th-level Green Dragon feature
When a creature ends its turns adjacent to you, you can produce a plume of mind-altering mist from your mouth and blow it in the creature's direction as a reaction. If the creature fails a Wisdom saving throw, it is charmed by you until the end of your next turn. You can use this feature once per short or long rest.
Erupting Flora
11th-level Green Dragon feature
Grasping roots and vines erupt in a 15-foot radius centered on a point on the ground that you can see within 120 feet of you. That area becomes difficult terrain, and each creature there must succeed on a Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an Action to make a Strength check and succeeds. The roots and vines wilt away after 1 minute. This can be used once per initiative.
Lashing Roots
17th-level Green Dragon feature
In your True Form, the plant life around you responses to your presence without needing to be commanded. When a creature within 10 feet of you makes a melee attack against you, roots upturn themselves and lash out at the creature. If the creature fails a Strength saving throw, it takes 3d6 bludgeoning damage and is knocked prone, forcing the attack to be made with disadvantage.
Lunar Dragon (R)
Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.
Your Elemental Core must be Cold to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | mirror image |
5 | blink |
9 | far step |
13 | platinum shield |
Burrower
3rd-level Lunar Dragon feature
You gain a burrow speed equal to your walking speed while in your True Form.
Phase Form
3rd-level Lunar Dragon feature
The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell), up to 1 minute. While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage. The dragon can activate this effect once per day, and an additional time at levels 6, 11, and 17.
Moonlight Restoration
6th-level Lunar Dragon feature
You are strengthened by the moon's presence. Whenever you are in an area of moonlight, when you would regain hit points from any source, you gain additional hit points equal to your Charisma modifier.
Cold Wake
11th-level Lunar Dragon feature
As an Action, you can choose a point you can see within 120 feet of you. Centered on that point, ice covers the ground in a 15-foot radius. The ice, which is difficult terrain for all creatures except you, lasts for 10 minutes. Any creature that ends its turn on the ice takes cold damage equal to your current Hit Die. You can do this once per initiative.
Frostbite Fangs
17th-level Lunar Dragon feature
When you score a critical hit against a creature with your natural weapons, the creature must succeed a Constitution saving throw or begin to turn to ice. If the creature does not take at least 15 points of fire damage before the end of its next turn, it is fully turned to ice and becomes petrified. This can be reversed with a casting of Greater Restoration.
Moonstone Dragon (U)
Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Your Elemental Core must be Radiant to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | calm emotions |
5 | revivify |
9 | modify memory |
13 | heal |
Chiseled Claws
3rd-level Moonstone Dragon feature
You gain a climb speed equal to your walking speed while in your True Form.
Dreamtongue
3rd-level Moonstone Dragon feature
You are able to travel the realm of thoughts and dreams as if it were a physical place. If an adjacent creature is unconscious, you can create a telepathic link with it as an Action. Even if you do not share a language, while this link lasts, you and the linked creature can understand each other, and you can speak to the version of itself the creature sees in its dreams. You can read the creature's surface thoughts and see its most recent memories, though the creature is under no obligation to be friendly toward you or tell you the truth if questioned. The link lasts for up to 1 hour while you maintain concentration on this effect, or until the unconscious creature awakens.
Disorienting Wisps
6th-level Moonstone Dragon feature
When you roll initiative and are not surprised, you can produce disorienting illusions made of flashing lights that distract other creatures. Any creature of your choosing that can see the lights has disadvantage on their initiative rolls.
You can use this ability once per long rest.
Compulsive Dance
11th-level Moonstone Dragon feature
As an Action, you can target any creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or begin to dance uncontrollably The dancing creature is incapacitated and must use all its movement to dance. This effect lasts for 1 minute, but the creature can reroll this saving throw at the end of each of its turn to end the effect early.
Dream Mist
17th-level Moonstone Dragon feature
As a bonus action on each of your turns, you can expel a mist from your mouth that glows bright as the tails of fireflies. Creatures within 10 feet of you that are exposed to the mist must succeed a Constitution saving throw or become drowsy.
On the first turn a creature starts its turn within the mist, it is fatigued. On the second turn, the creature is staggered. On the third turn, if the creature begins its turn still within 10 feet of you, it falls unconscious, and will not wake while it remains within the area of the mist. You can do this once per initiative.
Red Dragon (C)
The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
Your Elemental Core must be Fire to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | suggestion |
5 | haste |
9 | dominate person |
13 | investiture of flame |
Molten Claw
3rd-level Red Dragon feature
You gain a climb speed equal to your walking speed while in your True Form. Additionally, while you are climbing a surface, you can use a bonus action to heat your claws and melt the surface, allowing you to weld yourself into the surface. While this lasts, your speed is 0, but also cannot be physically moved or knocked prone. You can reverse this effect as a bonus action.
Fiery Heart
3rd-level Red Dragon feature
You bristle with red-hot flame at the slightest provocation. As a reaction, when you take damage from a melee attack, flames lash out from you, striking your foe. If the target fails a Dexterity saving throw, it takes fire damage equall to your dragonsoul level. If this damage kills a creature, you gain temporary hit points equal to the damage dealt.
You can use this ability a number of times per day equal to your proficiency bonus.
Trailing Smoke
6th-level Red Dragon feature
You can whip your wings and create a whirlwind of smoke. Whenever you use your fly speed, you leave a trail of smoke in your wake, creating a lightly obscured area in the path of your movement. If you use your fly speed to move and provoke an opportunity attack, the attack has disadvantage against you.
Burning Cloud
11th-level Red Dragon feature
As an Action, you can summon a cloud of thick, dark smoke to fill a 15-foot radius sphere centered on a point you can see within 120 feet of yourself. The sphere spreads around corners, and its area is heavily obscured. A creature other than you that starts its turn in the cloud or enters it for the first time on its turn must succeed on a Constitution saving throw or be poisoned. Any creature that remains within the cloud is considered to be suffocating. The cloud lasts for 1 minute. You can do this once per initiative.
Volcanic Rage
17th-level Red Dragon feature
As an Action, you can superheat the flame within you. You glow bright as the sun, and your scales become molten. While in this form, you are under the following effects:
- Fire damage dealt by you ignores resistance, and treats immunity as resistance
- Any time a creature hits you with a melee attack, it takes 1d10 fire damage
- Once while in this form, when you deal fire damage, you can choose to deal maximum damage instead of rolling
- As a bonus action, you can summon a geyser of magma from any point within 60 feet of you. The magma geyser is a 20-foot tall by 5-foot wide cylinder. Any creature in the area of a geyser must succeed a Dexterity saving throw or take 4d6 fire damage. The geysers last as long as this form does, and you can activate them all with the same bonus action.
- You lose 10 hit points at the start of each of your turns, as the flames within you burn so hot, not even you can resist them.
Your volcanic rage lasts for 1 minute, and you cannot end it early. You can use this ability once per long rest.
Sapphire Dragon (U)
The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Your Elemental Core must be Thunder to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | hold person |
5 | thunder step |
9 | telekinesis |
13 | soul cage |
Chiseled Claws
3rd-level Sapphire Dragon feature
You gain a climb speed equal to your walking speed while in your True Form.
Psychic Claw
3rd-level Sapphire Dragon feature
You learn the mage hand cantrip. The mage hand scales with your size, allowing you to manipulate larger objects with it. Your mage hand can lift, carry, or manipulate objects weighing no more than 10 x your dragonsoul level. The range it can move from you also increases by 30 feet at levels 6, 11, and 17, to a maximum of 120 feet.
Protective Shove
6th-level Sapphire Dragon feature
When you take the Disenage action, if you have your Mage Hand summoned, you can use it to attempt to foil an opportunity attack. If the creature fails a Strength saving throw, your mage hand shoves it 5 feet backward, forcing the opportunity attack to miss if that would extend beyond the creature's normal range.
Awesome Thunder
11th-level Sapphire Dragon feature
As an Action, you can create a thunderous detonation of sound that can be heard up to 300 feet away. One creature within 120 feet of you must succeed Constitution saving throw or take 5d8 thunder damage and be stunned for 1 minute. The creature can reroll this saving throw at the end of each of its turns. You can do this once per initiative.
Greater Psychic Claw
17th-level Sapphire Dragon feature
When you would cast mage hand, once per day you can instead cast Bigby's Hand at 5th level without expending a spell slot. When cast in this way, you do not have to maintain concentration on the spell.
Silver Dragon (C)
The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
Your Elemental Core must be Cold to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | calm emotions |
5 | protection from energy |
9 | skill empowerment |
13 | wall of ice |
Icy Touch
3rd-level Silver Dragon feature
You gain a swim speed equal to your walking speed while in your True Form. While swimming, if you are no more than 5 feet below the water's surface, you can cause the surface above you in a 10-foot cube to freeze over as a bonus action. This change lasts 1 minute.
Gregarious Soul
3rd-level Silver Dragon feature
Creatures are often put at ease by you. You can expend one of your Hit Dice and roll it, gaining the result as a bonus to the next Charisma skill check you make. If you still fail the skill check, the Hit Die is not expended.
Project Wings
6th-level Silver Dragon feature
As a reaction, when you see a creature falling, you can magically project an upward draft of air to slow the creature's fall. The creature then glides safely to the ground, as though feather fall has been cast on it. If you do this, you cannot use your fly speed for 1 round.
You can use this feature once per short or long rest.
Frigid Grasp
11th-level Silver Dragon feature
As an Action, you summon a sudden, supernatural chill fills air around you. Each creature of your choice that you can see within 120 feet of you must succeed on a Constitution saving throw or be restrained for 1 minute. Creatures can reroll this save at the end of each of their turns. that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
Winter's Wind
17th-level Silver Dragon feature
You are surrounded by blistering cold. Any creature that begins its turn within 10 feet of you has its speed halved. If a creature within 10 feet of you takes cold damage from you, it must also succeed a Constitution saving throw or be paralyzed until the end of its next turn, as the power of ice is intensified with your aura.
Solar Dragon (R)
A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.
Your Elemental Core must be Radiant to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | blindness/deafness |
5 | create food and water |
9 | dawn |
13 | sunbeam |
Webbed Fingers
3rd-level Solar Dragon feature
You gain a swim speed equal to your walking speed while in your True Form.
Guarded Mind
3rd-level Solar Dragon feature
You are shielded from attempts to probe your mind. If a creature attempts to communicate with you telepathically, or magically spy on you, such as with the Scrying spell, your GM rolls a secret Charisma saving throw on your behalf against the spellcaster's spell save DC. If you succeed, you are aware of the effect, and you can send a flash of your radiant power through the connection linking you to the other creature. That creature is momentary blinded, and must succeed a concentration check to continue their spell. If the effect is not a spell, the connection is severed.
Radiant Engine
6th-level Solar Dragon feature
As a reaction, when you be subjected to radiant damage, you can sacrifice your resistance to that damage. In doing so, you can either grant yourself advantage on your next attack roll and add half the radiant damage that you took as a bonus to the damage of that attack, if it hits.
When you gain immunity to radiant damage, your immunity becomes resistance when you use this trait.
Blinding Brilliance
11th-level Solar Dragon feature
As an action, you can emit magical light in a 15-foot-radius sphere centered on a point you can see within 120 feet of you. Each creature in the area must succeed on a Constitution saving throw or be blinded 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. You can do this once per initiative.
Star Burst
17th-level Solar Dragon feature
When you are reduced to 0 hit points, the radiant energy within you begins to collapse in on itself. Your body shrinks into a 5-foot orb of pure energy. While you continue to make death saving throws but do not die, any creature which starts its turn adjacent to you takes 50 points of radiant damage. If you are stabilized, or critically succeed a death saving throw, your body returns to its normal form.
If you die, the energy within you expands outward in a single powerful blast of pure cosmic force. Every creature within 30-feet of you when this occurs must succeed a Constitution saving throw or take 10d12 points of radiant damage and be blinded for 1 round. Creatures that succeed take half damage and are not blinded. If this occurs, your body is destroyed, and you can only be revived by means of Wish.
Time Dragon (R)
These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities.
Your Elemental Core must be Force to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | misty step |
5 | slow |
9 | wall of light |
13 | contingency |
Chiseled Claws
3rd-level Time Dragon feature
You gain a climb speed equal to your walking speed while in your True Form.
Ancient Memories
3rd-level Time Dragon feature
In much the way of the phoenix, time dragons are immortal, continually reborn again and again after each death. The memories and experiences of your previous life can be called upon to aide you. When you make a skill check in which you are not proficient, you can grant yourself advantage on that check a number of times per day equal to your Charisma modifier.
Time Slip
6th-level Time Dragon feature
When an attack is made against you, you can use your reaction to halve the damage from that attack, and immediately move up to half your move speed in a single instant. This does not provoke attacks of opportunity. You can use this ability once per short or long rest.
Temporal Fling
11th-level Time Dragon feature
You attempt to fling a creature you can see within 60 feet of yourself forward through time. The target must succeed on an Intelligence saving throw or take 4d12 psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. This feature can be used once per initiative.
Divergent Timeline
17th-level Time Dragon feature
As an Action, you can split apart the present timeline, allowing yourself to exist in two places at once. Choose a space no further than your maximum move speed where you can fit. The copy of yourself appears in that space, and lasts while you maintain concentration on this effect. Whenever you move or take an Action, you choose which version of you is moving or acting. If an effect or attack can target both the spaces you and your copy occupy at the same time, you are affected only once.
Topaz Dragon (U)
Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.
Your Elemental Core must be Necrotic to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | ray of enfeeblement |
5 | vampiric touch |
9 | negative energy flood |
13 | circle of death |
Webbed Fingers
3rd-level Topaz Dragon feature
You gain a swim speed equal to your walking speed while in your True Form.
Dust to Dust
3rd-level Topaz Dragon feature
As an Action, you can touch a non-magical object worth no more than 50 GP. The object is infected with a necrotic energy, and disintegrates.
Bane Breath
6th-level Topaz Dragon feature
Any creature that fails its saving throw versus your Breath Weapon has disadvantage on the next attack roll it makes.
Negative Infusion
11th-level Topaz Dragon feature
Choose a space within 120 feet of you. As an Action, you can pull the life force from an area no larger than a 30-foot sphere. Within the area, creatures cannot regain hit points.
Any creature other than you that begins its turn within the area must succeed a Wisdom saving throw or have disadvantage on Strength and Dexterity ability checks, attack rolls, and deal half damage with all weapon attacks. This effect ends if the creature leaves the area. You can sustain this effect for up to 1 minute. You can use this feature once per initiative.
Negate Magic
17th-level Topaz Dragon feature
As a reaction, when a spell is cast on you, you can sacrifice a number of Hit Dice equal to the level of the spell and negate its casting, as though you had cast Counterspell.
White Dragon (C)
The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.
Your Elemental Core must be Cold to choose this subclass.
Bonus Spells
You gain the following spells known as you gain levels in this class. You can cast each spell you know once per long rest.
Level | Spell |
---|---|
3 | snowball swarm |
5 | sleet storm |
9 | cone of cold |
13 | wall of ice |
Ice Walker
3rd-level White Dragon feature
Difficult terrain composed of ice or snow doesn't cost extra movement, and you gain a swim speed equal to your walking speed.
Deep Cold
3rd-level White Dragon feature
A number of times equal to your proficiency bonus per day, you can deal cold damage with your natural attacks for 1 round instead of their normal damage. If you use this feature with your Bite attack, the bonus cold damage already dealt by the attack ignores resistance to cold damage, and treats immunity as resistance.
Blinding Sleet
6th-level White Dragon feature
When you use your fly speed to take off from the ground, shards of ice fall off your wings and pelt creatures in your shadow. Any creature which was within 10 feet of you before your movement must succeed a Dexterity saving throw or be blinded until the end of its next turn by the falling sleet.
Freezing Fog
11th-level White Dragon feature
As an action, you can summon a wall of freezing-cold fog which fills a 15-foot-radius sphere centered on a point you can see within 120 feet of you. The fog spreads around corners, and its area is heavily obscured.
Each creature in the fog when it appears must make a Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes another 3d6 cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts for 1 minute. You can use this feature once per initiative.
Winter's Wind
17th-level White Dragon feature
In your true form, you are surrounded by an icy gale. The area within 10 feet of you is always considered lightly obscured to all creatures but you. This gives other creatures disadvantage on Wisdom (Perception) checks to notice you. Additionally, each time a creature moves within 10 feet of you, you can cause one of the following effects immediately (this does not require your reaction):
- The creature is pushed up to 15 feet away from you by a blast of icy wind if it fails a Strength saving throw
- The creature must succeed a Dexterity saving throw or fall prone on the slick ice beneath you
- The creature must succeed a Constitution saving throw or be blinded until it leaves the area
- The creature takes 1d10 points of cold damage from flying icicles caught in the whirlwind