These feats are only available to dragons. They represent abilities which individual dragons may develop at different times.
CHANGE SHAPE Prerequisite: Dragon race
You can use your action to transform into any humanoid or animal. The effect is just like the polymorph spell, except that you may select humanoid forms in addition to beast forms, you retain your mental ability scores while transformed, and the duration is year and a day. Maintaining the effect does not require concentration. If you select a playable race as your humanoid form, use the commoner statistics and apply the appropriate racial traits. After you use this ability, you can’t use it again until you take a long rest.
DRAGON MOVEMENT Prerequisite: Dragon race Your walking speed increases to 40 feet, and your flying speed increases to 80 feet. You gain an additional movement mode of your choice to your dragon species.
• You gain a swim speed of 40 feet and the Amphibious trait, which allows you to breathe both air and water
• You gain a burrow speed of 40 feet through sand, earth, mud, or ice. You can’t burrow through solid rock.
• You gain a climb speed of 40 feet.
• You gain the Ice Walk trait, which allows you to move across ice and snow without it costing extra movement or requiring an ability check, and grants you an effective climb speed of 40 on icy surfaces and an effective burrow speed of 40 feet through ice or snow. You also gain a swim speed of 40 feet.
ELDER BREATH Prerequisites: Dragon race, Breath Weapon feature with at least 2 uses per rest. You have developed your breath weapon to create magical effects in the tradition of ancient dragons. Select one of the following options. You may expend 2 uses of your breath weapon feature to use the breath weapon granted by this feat instead of the one granted by your race and class.
Elder Breath Options
• You exhale sleeping gas in a 10-foot cone. Creatures in the area must succeed on a Constitution saving throw or become drowsy. A drowsy creature has disadvantage on ability checks and attack rolls, and must make another Constitution saving throw at the end of its next turn. Those that succeed end the effect; those that fail fall asleep for 5 minutes. A sleeping creature is unconscious, and awakens if it takes damage or if another creature uses an action to awaken it.
• You emit a 30-foot cone of repulsion energy. Creatures in the area must succeed on a Strength saving throw or be pushed up to 30 feet away from you, and knocked prone.
• You disgorge temporal energy in a 20-foot cone. Creatures in the area must succeed on a Constitution saving throw or become slowed for 1 minute. A slowed creature’s speed is halved, and it can’t use reactions, can’t make more than one attack on its turn, and can either take an action or a bonus action on its turn, but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
• You breathe a 20-foot cone of weakening gas. Creatures in the area must succeed on a Strength saving throw or else suffer disadvantage on all Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
• You exhale a paralytic gas in a 10-foot cone. Creatures in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
CHANGE SHAPE Prerequisite: Dragon race
You can use your action to transform into any humanoid or animal. The effect is just like the polymorph spell, except that you may select humanoid forms in addition to beast forms, you retain your mental ability scores while transformed, and the duration is year and a day. Maintaining the effect does not require concentration. If you select a playable race as your humanoid form, use the commoner statistics and apply the appropriate racial traits. After you use this ability, you can’t use it again until you take a long rest.
DRAGON MOVEMENT Prerequisite: Dragon race Your walking speed increases to 40 feet, and your flying speed increases to 80 feet. You gain an additional movement mode of your choice to your dragon species.
• You gain a swim speed of 40 feet and the Amphibious trait, which allows you to breathe both air and water
• You gain a burrow speed of 40 feet through sand, earth, mud, or ice. You can’t burrow through solid rock.
• You gain a climb speed of 40 feet.
• You gain the Ice Walk trait, which allows you to move across ice and snow without it costing extra movement or requiring an ability check, and grants you an effective climb speed of 40 on icy surfaces and an effective burrow speed of 40 feet through ice or snow. You also gain a swim speed of 40 feet.
ELDER BREATH Prerequisites: Dragon race, Breath Weapon feature with at least 2 uses per rest. You have developed your breath weapon to create magical effects in the tradition of ancient dragons. Select one of the following options. You may expend 2 uses of your breath weapon feature to use the breath weapon granted by this feat instead of the one granted by your race and class.
Elder Breath Options
• You exhale sleeping gas in a 10-foot cone. Creatures in the area must succeed on a Constitution saving throw or become drowsy. A drowsy creature has disadvantage on ability checks and attack rolls, and must make another Constitution saving throw at the end of its next turn. Those that succeed end the effect; those that fail fall asleep for 5 minutes. A sleeping creature is unconscious, and awakens if it takes damage or if another creature uses an action to awaken it.
• You emit a 30-foot cone of repulsion energy. Creatures in the area must succeed on a Strength saving throw or be pushed up to 30 feet away from you, and knocked prone.
• You disgorge temporal energy in a 20-foot cone. Creatures in the area must succeed on a Constitution saving throw or become slowed for 1 minute. A slowed creature’s speed is halved, and it can’t use reactions, can’t make more than one attack on its turn, and can either take an action or a bonus action on its turn, but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
• You breathe a 20-foot cone of weakening gas. Creatures in the area must succeed on a Strength saving throw or else suffer disadvantage on all Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
• You exhale a paralytic gas in a 10-foot cone. Creatures in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.