Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Proficiency
bonus +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6 |
Breath
Weapon Damage 2d6 2d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 5d6 6d6 6d6 7d6 7d6 8d6 8d6 9d6 9d6 10d6 10d6 |
Maximum
Strength 20 22 22 23 23 23 23 24 24 24 24 25 25 25 25 26 26 26 26 26 |
Features
Breath Weapon (1/rest) Maximum Strength, Large Size Dragon Archetype Ability Score Improvement, Draconic magic Extra Attack - Dragon Archetype Feature Draconic Magic (1st level spell) Dragon Senses Dragon Archetype Feature Frightful Presence Draconic Magic (2nd level spell) Dragon Archetype Feature - - Draconic Magic (2nd level spell) Dragon Archetype feature - - Legendary Resistance, Lair, Draconic Magic (3rd level spell) |
CLASS FEATURES
As a dragon, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per dragon level! Hit Points at 1st Level: 10 + your Constitution modifier! Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
PROFICIENCIES
Armor: None
Weapons: Unarmed strikes
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Nature, Perception, Persuasion, Stealth, Survival
EQUIPMENT You start with no equipment, save for what you recive from your background
BREATH WEAPON Beginning at 1st level, you can channel your elemental power as an action to exhale a deadly barrage of energy. All creatures in the area that fail on a saving throw take 2d6 damage, and those that succeed take half damage. The area, the type of saving throw, and the type of damage all depend upon your Elemental Nature. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier. The damage inflicted increases as shown on the table. You regain your use of this ability when you take a short or long rest. Starting at 6th level, you can use this ability twice between rests, and at 15th level you can use it 3 times between rests.
MAXIMUM STRENGTH Starting at 2nd level, the Strength score you may attain through Ability Score Improvement is limited to 22 rather than 20. This limit increases further at higher levels, as shown on the table.
LARGE SIZE At 2nd level, you are grown enough to be treated as Large for combat purposes. ! •You take up a 10 foot by 10 foot space.
•Your weight and carrying capacity both double.
•Your unarmed strikes made with dragon natural weapons now deal 2d6 damage instead of 1d6.
•Your Strength score increases by 2, up to the maximum allowed by your Maximum Strength class feature.
DRAGON ARCHETYPE
All dragons are mighty, destructive, highly magical creatures, but they vary in how their power manifests. At 3rd level, choose an archetype, representing which aspects of dragonkind you most embody: the Apex Predator, the Force of Nature, or the Great Serpent. Your archetype will give you features at 3rd level and again at 7th, 10th, 13th, and 17th levels.
DRACONIC MAGIC
at 4th level, you have enough command over the magic coursing through your veins to cast some spells. you learn two 1st level spells of your choice from the mage spell list and you learn one additional spell chosen from the mage spell list at levels 8, 12, 16, and 20. the spells learnt at 12th and 16th level can be 2nd level or lower, the spell learned at 20th level can be 3rd level or lower.
You can cast each spell learned through this feature once, regaining use of it upon completion of a long rest. (you do not use spell slot for these spells, though if if you gain spell slots through a different class feature, you can cast these spells using them) You are always treated as having an arcane focus for the purpose of casting your mage spells. Charisma is your spellcasting ability modifer, and your spell attack bonus and spell save DC are calculated as follows:
Spell attack bonus: Charisma + proficiency bonus
Spell save DC: Charisma + Proficiency bonus + 8
ABILITY SCORE IMPROVEMENT When you reach 4th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1 each. You can’t increase an ability above 20 using this feature, except for Strength, which may exceed 20 but can’t be increased above the limit imposed by your Maximum Strength class feature. You may increase ability scores in this manner again at 8th, 12th, 16th, and 19th levels.
EXTRA ATTACK Beginning at 5th level, when you take the Attack action on your turn, you can attack twice instead of once.
DRAGON SENSES At 9th level, when you take the Search action on your turn, you gain blindsight within 10 feet until the end of your turn, allowing you to sense the location of creatures and objects within that range without relying on sight.
FRIGHTFUL PRESENCE At 11th level, as an action, you roar, glare, or posture menacingly, striking fear into the hearts of nearby creatures. All enemy creatures within 30 feet of you that can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Those that fail become frightened of you for up to 1 minute. A frightened creature may repeat the save at the end of each of its turns. A creature that succeeds on its saving throw is immune to your Frightful Presence for 24 hours. After you use your Frightful Presence, you can’t use it again until you take a short or long rest. The range of your Frightful Presence increases to 60 feet at 14th level and 120 feet at 18th level.
LEGENDARY RESISTANCE At 20th level, when you fail a saving throw, you can choose to succeed instead. After you use this ability, you can’t use it again until you take a long rest.! LAIR At 20th level, you can establish a lair, an area no larger than a 250 foot cube, containing no less than 50,000 gp worth of your treasure. The DM decides the value of any magic items in your horde. You must reside in the area for at 30 days to establish it as your lair. You can cause regional effects to manifest around your lair. Your DM has more information on the regional effects available. If any of these effects target creatures of a particular alignment, you decide what alignment each effect targets. While in your lair, you can take lair actions as a dragon of your type on initiative count 20. Your DM has more information on the lair actions available. The area ceases to be your lair if you establish a new one, if the area ever contains less than 50,000 gp worth of treasure, or if it has been a year and a day since the last time you spent 1 full day residing in the area. When the area ceases to be your lair, regional effects you’ve created around this lair end as though you had died.
DM Note: (when offering up lair effects, don't let species decide the type of effect, pick an option that best suits the PC, as multiple dragon species do not exist in a twokinds campaign)
DRAGON ARCHETYPES In myths and legends, dragons take on many roles. The three archetypes presented represent different ways in which dragons may develop as they age.
As a dragon, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per dragon level! Hit Points at 1st Level: 10 + your Constitution modifier! Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
PROFICIENCIES
Armor: None
Weapons: Unarmed strikes
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Nature, Perception, Persuasion, Stealth, Survival
EQUIPMENT You start with no equipment, save for what you recive from your background
BREATH WEAPON Beginning at 1st level, you can channel your elemental power as an action to exhale a deadly barrage of energy. All creatures in the area that fail on a saving throw take 2d6 damage, and those that succeed take half damage. The area, the type of saving throw, and the type of damage all depend upon your Elemental Nature. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier. The damage inflicted increases as shown on the table. You regain your use of this ability when you take a short or long rest. Starting at 6th level, you can use this ability twice between rests, and at 15th level you can use it 3 times between rests.
MAXIMUM STRENGTH Starting at 2nd level, the Strength score you may attain through Ability Score Improvement is limited to 22 rather than 20. This limit increases further at higher levels, as shown on the table.
LARGE SIZE At 2nd level, you are grown enough to be treated as Large for combat purposes. ! •You take up a 10 foot by 10 foot space.
•Your weight and carrying capacity both double.
•Your unarmed strikes made with dragon natural weapons now deal 2d6 damage instead of 1d6.
•Your Strength score increases by 2, up to the maximum allowed by your Maximum Strength class feature.
DRAGON ARCHETYPE
All dragons are mighty, destructive, highly magical creatures, but they vary in how their power manifests. At 3rd level, choose an archetype, representing which aspects of dragonkind you most embody: the Apex Predator, the Force of Nature, or the Great Serpent. Your archetype will give you features at 3rd level and again at 7th, 10th, 13th, and 17th levels.
DRACONIC MAGIC
at 4th level, you have enough command over the magic coursing through your veins to cast some spells. you learn two 1st level spells of your choice from the mage spell list and you learn one additional spell chosen from the mage spell list at levels 8, 12, 16, and 20. the spells learnt at 12th and 16th level can be 2nd level or lower, the spell learned at 20th level can be 3rd level or lower.
You can cast each spell learned through this feature once, regaining use of it upon completion of a long rest. (you do not use spell slot for these spells, though if if you gain spell slots through a different class feature, you can cast these spells using them) You are always treated as having an arcane focus for the purpose of casting your mage spells. Charisma is your spellcasting ability modifer, and your spell attack bonus and spell save DC are calculated as follows:
Spell attack bonus: Charisma + proficiency bonus
Spell save DC: Charisma + Proficiency bonus + 8
ABILITY SCORE IMPROVEMENT When you reach 4th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1 each. You can’t increase an ability above 20 using this feature, except for Strength, which may exceed 20 but can’t be increased above the limit imposed by your Maximum Strength class feature. You may increase ability scores in this manner again at 8th, 12th, 16th, and 19th levels.
EXTRA ATTACK Beginning at 5th level, when you take the Attack action on your turn, you can attack twice instead of once.
DRAGON SENSES At 9th level, when you take the Search action on your turn, you gain blindsight within 10 feet until the end of your turn, allowing you to sense the location of creatures and objects within that range without relying on sight.
FRIGHTFUL PRESENCE At 11th level, as an action, you roar, glare, or posture menacingly, striking fear into the hearts of nearby creatures. All enemy creatures within 30 feet of you that can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Those that fail become frightened of you for up to 1 minute. A frightened creature may repeat the save at the end of each of its turns. A creature that succeeds on its saving throw is immune to your Frightful Presence for 24 hours. After you use your Frightful Presence, you can’t use it again until you take a short or long rest. The range of your Frightful Presence increases to 60 feet at 14th level and 120 feet at 18th level.
LEGENDARY RESISTANCE At 20th level, when you fail a saving throw, you can choose to succeed instead. After you use this ability, you can’t use it again until you take a long rest.! LAIR At 20th level, you can establish a lair, an area no larger than a 250 foot cube, containing no less than 50,000 gp worth of your treasure. The DM decides the value of any magic items in your horde. You must reside in the area for at 30 days to establish it as your lair. You can cause regional effects to manifest around your lair. Your DM has more information on the regional effects available. If any of these effects target creatures of a particular alignment, you decide what alignment each effect targets. While in your lair, you can take lair actions as a dragon of your type on initiative count 20. Your DM has more information on the lair actions available. The area ceases to be your lair if you establish a new one, if the area ever contains less than 50,000 gp worth of treasure, or if it has been a year and a day since the last time you spent 1 full day residing in the area. When the area ceases to be your lair, regional effects you’ve created around this lair end as though you had died.
DM Note: (when offering up lair effects, don't let species decide the type of effect, pick an option that best suits the PC, as multiple dragon species do not exist in a twokinds campaign)
DRAGON ARCHETYPES In myths and legends, dragons take on many roles. The three archetypes presented represent different ways in which dragons may develop as they age.