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  A Hobgoblin's Guide to Dragons
  A Hobgoblin's Guide to Dragons
  A Hobgoblin's Guide to Dragons
  A Hobgoblin's Guide to Dragons
  A Hobgoblin's Guide to Dragons
  
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  Dragons
  The Draconic Race
  "I never thought I'd see one up close" said the scared old
  wanderer. "It was a monster beyond equal, claws like spear
  tips, scales like plate armor, wing beats like a tempest, a voice
  like a thunder clap, and breath so hot that death himself
  would be afraid"
  Dragons
  Dragons are powerful and magical creatures that live far
  longer than any other species. While older dragons tend to
  settle down and spend their time protecting their horde of
  treasure, some young dragons will strike out into the world on
  a adventure. Some may do this to expand their horde of
  treasure while others may do it to satisfy a grudge or keep a
  promise, others may just do it sate their wonderlust and thirst
  for adventure.
  Draconic Nature
  Dragons are very elemental creatures, as much creatures of
  magical power as they are of natural birth. As such dragons
  tend towards personality traits that are typical of that type of
  dragon. While every dragon is unique they differ far less in
  terms of personality than any natural race. A dragon will
  rarely differ from the alignment associated with their race.
  And should they differ, it will not be by much. A Gold Dragon
  could lose their drive to fight for justice and goodness and
  become lawful neutral, or see that obeying law can hamper
  their ability to fight for the greater good and change to neutral
  or even chaotic good. They are all but incapable of acting in a
  way that they perceive to be evil. Likewise, Chromatic Dragons
  have a difficult time feeling empathy towards any creature
  other than a dragon and have a inherent rage and spite
  towards non-dragons or even other dragons of their kind.
  While a strange past could drive a Red Dragon to tend
  towards neutrality or towards lawful evil, one being of a good
  alignment has never been seen. Dragons outside of the
  common Metallic and Chromatic species tend to be far more
  flexible, if so rare that they are hardly seen, but they also tend
  towards the common tropes of their species.
  No matter the type of dragon, every dragon will have some
  traits that are shared by every other dragon. Dragons are
  inherently greedy and egotistical. A dragon, no matter how
  kind and just, will never suffer to part with their wealth
  willingly. While they might buy and sell, they almost never give
  their wealth away. Charity for a dragon is a almost alien
  concept. A dragon's natural ego will often lead them to look
  down at others. A good aligned dragon will likely see this as
  them having a burden to protect other races while a evil
  dragon will see others as lesser beings that deserve to be
  ground under foot.
  Isolation and Alienation
  Dragons often live far away from others of their kind. Dragon
  parents will sometimes leave their eggs in the care of humans
  or alone to fend for themselves. While a dragon has a natural
  instinct to protect it's children, they often tend to be drawn
  away from them by a quest or some other issue, many dragons
  are slain before their children hatch. Because of this some
  young dragons grow up away from the influence of other
  dragons. Older female dragons will often spend much of their
  time mentoring Wyrmlings, but dragons like this are few and
  far between. So a dragon unfortunate enough to born without
  guidance may have to develop their skills of survival on their
  own.
  Dragons as Adventurers
  Dragons are uniquely powerful creatures and as such do not
  follow the traditional rules of a player class. Playing a dragon
  requires that you adhere to the rules specific to them. Every
  dragon begins play in the Dragon class and is unable to
  change into a different class by traditional means. Additionally
  no race other than a Dragon can occupy the Dragon class.
  A DM may allow for another race than Dragon to begin
  taking levels in the Dragon class. If you do so then the you
  maintain you choose a dragon subrace and gain the abilities
  associated with that subrace as it relates to the class, they
  keep their racial modifiers. If that player is a Dragonborn or
  Draconic Bloodline Sorcerer, then the subrace is the same as
  their Draconic Ancestry. If the race is a Kobald then the
  subrace must be either a Chromatic Dragon or a Cobalt
  Dragon. When assuming a humanoid form using the Shape
  Change feature, the form they assume must be their normal
  form from before taking levels in the class.
  Optional Rules
  Wyrmling stats
  Instead of rolling dice and applying racial modifiers, the DM
  may allow a player to begin play with the ability scores of their
  subrace's wyrmling as seen in the Monster Manuel.
  Draconic Mutations
  Rarely a area of wild magic, a genetic mutation, or simply
  crossbreeding will result in a dragon born with unusual
  abilities. A lesser degree of this is observed with Chromatic
  Dragons that can use the Shape Change ability. In more
  serious cases of this a dragon will be born with the
  appearance, damage immunity, movement speed, and
  personality of one type of dragon but with the breath weapon
  and ability score modifiers of another.
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  Draconic Classes
  Instead of taking a subclass at level 2, a DM may allow you to
  choose to take levels in a class as if you had multiclassed into
  it. In this case your character level is treated as your Dragon
  class level. Your hit points, hit die, and ability score
  improvements are unaffected by this change and progress as
  if you were leveling in the Dragon class normally. You also
  make the following changes to the Dragon class.
  Instead of preparing spells from the Dragon spell list equal
  to your level divided by 2 + your Charisma modifier, you
  learn 1 spell at every even numbered level. You may replace
  a spell you know with another spell from the Dragon spell
  list whenever you level up.
  Your spell slot progression is changed so that you can cast
  each spell you know from the Dragon spell list once per
  day. You do not gain spell slots from levels in the Dragon
  class. The spell level you can cast is equal to the spell slots
  that you would have if you were leveling in the class
  normally.
  You require 20% more EXP to gain a level. Your DM may
  wave this restriction.
  Once you reach level 20, you gain 2 class levels in the class
  you are currently gaining levels in. For example a level 19
  dragon that had chose to start taking levels in Barbarian at
  level 2 would be Character level 19, Dragon level 19, and
  Barbarian level 18. Once that Dragon reaches level 20 then
  they will be Character 20, Dragon 20, Barbarian 20.
  You can choose to "multiclass" and take levels in a different
  class than the one they picked at level 2.
  This option is Highly unadvised for newer players and
  DMs. This option is far more flexible and complicated than
  the base class. Any character that chooses to gain levels like
  this will likely be more powerful, harder to balance encounters
  for, and highly unpredictable. A barbarian would be able to
  cast fireball randomly. A circle of the moon druid would be
  able to cast spells while transformed. Etc.
  While this is somewhat on par with the power level of the
  subclasses made available in this book, the ruling issues
  would create more problems than this system would solve
  and lead to a lot of extra work for everyone. The abilities of
  the Dragon class often contradict the abilities of other classes
  if this system is used. The subclasses contained in here make
  it so that any character a player would want to make like this
  would be fairly easy to create just using those.
  Dragon Names
  Male Names: Ardum, Blas, Carsh, Dreige, Talos, Karas, Io
  Female Names: Adalos, Bals, Calaba, Despayr, Phi, Kymar,
  Zela
  Dragon Traits
  Your dragonic anatomy grants you many unique powers that
  are rare among adventurers.
  Ability Score Increase. Your Constitution score increases
  by 2.
  Age. Dragons mature quickly and continue to grow stronger
  with age. Despite not reaching adulthood until they are over
  100 years old, they are as strong and smart as a human within
  a year or so. Adventuring dragons tend to be around 15-25
  and have just left their Wyrmling stage. Dragons live well past
  1000 and don't show the negative signs of aging until around
  4400 years or more.
  Alignment. A dragon's alignment varies greatly depending
  on what type of dragon they are. Chromatic and Metallic
  dragons will almost never differ from evil and good
  respectively, but some dragons have a more flexible morality.
  Size. Dragons of this age are around 7 to 8 feet tall but
  their habit of walking around on all four legs has them come
  to about the same height of a horse. Your size is medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Your eyes are specialized to see in any light.
  You can see in dim light up to 60 feet as if it were bright light,
  and in darkness as if it were dim light.
  Draconic Greed. Whenever you make an Intelligence
  (Investigation), Intelligence (Arcana), or Intelligence (History)
  check related to a item or weapon that could be considered
  valuable or is made of a valuable substance, you are
  considered proficient with that skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus. If you are naturally proficient in that skill,
  triple your proficiency bonus instead. If you succeed on the
  check, you also learn the approximate value of that item.
  Languages. You can speak, read, and write Draconic.
  Subrace. Multiple draconic subraces are found in the
  infinite world of the multiverse, most of which fall into either
  Chromatic or Metallic.
  Metallic Dragons
  Metallic dragons are all inherently good aligned, though their
  personality can lead them to take actions that humans
  consider evil. Their alignment ranges from lawful to chaotic
  depending on the species.
  Gold Dragon
  Gold dragons are often said to be the wisest, strongest, and
  most honorable of all dragons. They have a strong thirst for
  justice and spend massive amounts of time fighting evil in the
  world. This quest can often lead them to become a tyrant and
  try to stamp out anyone that they view as being evil. Their
  favorite type of item to horde is magic items of considerable
  power, though they will seek out gold like all dragons.
  Ability Score Increase. Your Intelligence or Charisma
  score increases by 2.
  Alignment. Gold Dragons are almost always Lawful Good.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
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  Silver Dragon
  Silver Dragons are odd among the Metallic Dragons. They
  have the same concern for justice that is present in the Gold
  Dragon, but follow a strict code of non-violence whenever
  possible. They follow the code of "That which harms others is
  a crime, that which does not is one's own business". While
  Gold Dragons follow their path of justice because of their
  hatred for evil, a Silver Dragon has a deep concern for the
  wellbeing of others. They have a special fondness for humans
  and other short lived races, often choosing to spend much of
  their time in human form. Because of this they tend to prefer
  treasure like jewelry that can be carried on their person.
  These are the second most likely type of dragon to set out into
  the world as a adventurer.
  Ability Score Increase. Your Wisdom score increases by 2.
  Alignment. Silver Dragons are almost always Lawful Good.
  Could Walk. You know the Mold Cloud cantrip and can
  cast Cloud Walk at will.
  Bronze Dragon
  Bronze dragons are another kind of dragon that love to spend
  time outside of their natural form. They generally love to swim
  around the sea as a dolphin or take the form of a old begger to
  test the goodness of a traveler, though and kindness will only
  be met with a smile and no form of actual reward. Like a gold
  dragon they tend to take a very hard stance against what they
  view to be evil, ofter taking over cities in their elder years to
  purge it of evil. They especially hold a deep hatred of pirates,
  often wrecking their ships. They love the taste of shark and
  collect pearls and gems as their favored form of treasure,
  though they secretly prefer gold.
  Ability Score Increase. Your Strength score and Charisma
  score increases by 1.
  Alignment. Bronze Dragons are almost always Lawful
  Good, but can be Lawful Neutral. They can be swayed to
  Lawful Evil more easily than other Metallic dragons, but only
  if they view what they do asbeing for the greater good.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Brass Dragon
  Brass Dragons are by far the most friendly and seemingly
  harmless of all dragons. They always seek out companionship
  and conversation from any creature that will lend them and
  ear, or that are just unlucky enough to get lost and become a
  captive audience. They are kind and trusting to a fault.
  Ability Score Increase. Your Charisma and Intelligence
  score increases by 1.
  Alignment. Brass Dragons are almost always Chaotic
  Good.
  Burrowing. You have a burrow speed of 15 feet.
  Gift of Tongues. You learn 3 additional languages of your
  choice and can cast Speak with Animals at will.
  Copper Dragon
  Copper dragons are tricksters by nature. Despite being fairly
  weak by dragon standards, they make up for it with guile and
  trickery. Even though they tend to be good natured, they will
  hold grudges for a very long time, thought these grudges tend
  to result in more pies to the face than blood split.
  Ability Score Increase. Your Dexterity and Charisma score
  increases by 1.
  Alignment. Copper Dragons are almost always Chaotic
  Good.
  Climbing. You have a climb speed equal to your speed.
  Sculptor of Earth. You know the Mold Earth cantrip.
  Chromatic Dragons
  Red Dragon
  Red Dragons are by far the most wrathful and destructive of
  all true dragons. They're greed so unmatched, even among
  dragon kind, that the theft of even a single coin is enough to
  send them into a rampage, razing the countryside to the
  ground. Their anger burns so hot that it can only to quenched
  by oceans of blood. They will tolerate no insult to their pride,
  seeing any slight as being worthy of death.
  Ability Score Increase. Your Strength or Charisma score
  increases by 2.
  Alignment. Red Dragons are almost always Chaotic Evil.
  Blue Dragon
  Blue dragons are oddly social and in some cases friendly for
  Chromatic dragons. Thought they typically only extend this to
  members of their own kind. They are patient and very smart.
  They tend to spend a great deal of their time thinking of of
  tactics to use against enemies.
  Ability Score Increase. Your Intelligence score increases
  by 2.
  Alignment. Blue Dragons are almost always Lawful Evil
  but can be Lawful Neutral.
  Burrowing. You have a burrow speed of 15 feet.
  Black Dragon
  Black dragons are, for lack of a better descriptor, the most evil
  of all dragon species. While most Chromatic dragons are
  driven to do evil by their own desires, Black dragons are
  driven only by their hatred of live and their love of human
  suffering.
  Ability Score Increase. Your Charisma and Dexterity score
  increases by 1.
  Alignment. Black Dragons are always Chaotic Evil.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Fearsome Ambush. You have proficiency in Dexterity
  (Stealth) checks. When attacking a creature that is unaware of
  your presence and is not expecting an attack, you can treat
  that attack roll as a 20.
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  Green Dragon
  Green dragons are the most manipulative and cunning of all
  Chromatic dragons. They delight in seeing their plans come to
  fruition as they watch humans play into their schemes. They
  spend their time in forests neat human settlements, trying to
  sway the population towards discord. Despite this, they are
  very dedicated parents and lovers, being sure that their
  children are always taken care of.
  Ability Score Increase. Your Wisdom and Strength score
  increases by 1.
  Alignment. Green Dragons are almost always Lawful Evil.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Wise Deception You can substitute your Wisdom modifier
  with your Charisma modifier for any Charisma (Deception) or
  Charisma (Persuasion) checks.
  White Dragon
  To be frank, White dragons are by far the dumbest and most
  mentally inept of all dragons. They are the brutes of the
  dragon world, less intelligent than the average Orc. They are
  cold and emotionally stunted, having trouble comprehending
  abstract concepts like emotion and personal connections.
  However, they have a great memory. They are able to
  remember any event that they witness with perfect clarity.
  Recalling every slight and insult in the slightest most minute
  detail. They are also the most likely to be tamed and bent to
  the will of a master that is stronger than them, such as a cloud
  giant or powerful wizard.
  Ability Score Increase. Your Wisdom and Dexterity
  increases by 1 and your Intelligence score is reduced by by 2.
  Alignment. White Dragons are almost always Chaotic Evil.
  Burrowing. You have a burrow speed of 15 feet.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Ferrous Dragon
  Ferrous dragons are a rare subspecies of dragon. Some
  believe that they were, along with gem dragons, created before
  Io was slip in half. Others believe that they originated on a
  plane of existence far removed from others. While some
  believe that they are simply an oddity that formed among
  metallic dragons. Ferrous dragons are typically of a lawful
  alignment and tend towards neutrality, however this isn't the
  case for all of them. Unlike Gem dragons, they have much
  more mobility in terms of morality and range from evil to good
  alignments.
  Iron Dragon
  Iron dragons are the strongest of all ferrous dragons with the
  god emperor of all ferrous dragons, Graughlothor, being a
  member of their race. Ferrous dragons believe, much like Red
  dragons, that they were the first of their subspecies of dragon
  and that all other ferrous dragons are lesser creatures. They
  look down on non-dragons but aren't hostile towards them. As
  a general rule they will leave you alone if you don't get in their
  way, though their taste for iron ore and other ferrous metals
  often puts them in conflict with dwarfs.
  Ability Score Increase. Your Intelligence, Charisma or
  Strength increases by 2.
  Alignment. White Dragons are almost always Lawful
  Neutral but can be Lawful Evil.
  Burrowing. You have a burrow speed of 15 feet.
  Magnet Sense. You can detect the general location, shape,
  and size of any object made of a non-precious metal within 30
  feet. When making a Perception or Investigation check you
  will be able to find any such object within the range of this
  effect without rolling. If their is a person carrying a weapon or
  wearing armor made of such material you will not be able to
  locate them specifically, you will only know that there is a
  large roughly dagger or breastplate shaped object in their
  general direction.
  Steel Dragon
  Steel Dragons have a unique love of humans, almost always
  preferring to lair in cities and live as a human. Their favorite
  type of treasure is realestate and ownership of businesses that
  can generate more profit, usually storing any money they
  make in a bank. If they do have a traditional horde it will
  always be things like magic items, art, antiques, and other
  such valuable collectibles. These are the most common type
  of dragon to see in a adventuring party, sometimes going years
  before anyone finds them out.
  Ability Score Increase. You increase two ability scores of
  your choice other than Constitution by 1 each.
  Alignment. Steel Dragons are usually Lawful Neutral or
  Lawful Good.
  A Thousand Faces. You have advantage on any
  Performance and Deception checks related to making others
  think your are someone or something you are not or assuming
  another's identity.
  Tungsten Dragon
  Tungsten dragons are a odd member of the dragon race. On
  first glance you would be forgiven if you were to assume that
  they are a standard metallic dragon, with their obsession with
  justice and law. But they are a unique form of lawful good.
  They have a never ending thirst for the destruction of evil that
  is rivaled by on the gold and bronze dragons in its zeal. It's
  hatred of all evil so deep that it approaches the rage of a red
  dragon.
  Ability Score Increase. Your Strength and Charisma
  increases by 1.
  Alignment. Tungsten Dragons are always Lawful Good.
  Burrowing. You have a burrow speed of 15 feet.
  Chromium Dragon
  Chromium Dragons are unique among Ferrous dragons in
  that they are one of only two dragons of their type to tend
  towards a Chaotic alignment. In fact they are, in every way but
  color, a chromatic dragon. They have a evil nature rivaled only
  by a Black Dragon and a rage not unlike a Red Dragon.
  Ability Score Increase. Your Strength and Dexterity
  increases by 1.
  Alignment. Chromium Dragons are always Chaotic Evil.
  Climbing. You have a climb speed equal to your speed.
  Sadist Resolve. When attacking a creature that is
  Incapacitated, triple the damage dealt by the attack. You may
  choose to make this damage unable to kill the creature.
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  Cobalt Dragon
  Cobalt Dragons are Trap obsessed lurking creatures with little
  interest in anything else. They are uninterested in taking
  mates for any reason other than maintaining their population
  and certainly don't like socializing. They have many
  similarities in their appearance to Kobalds, and are thought by
  some to be their creators.
  Ability Score Increase. Your Dexterity score increases by
  2, your Intelligence score increases by 1, and your Strength
  score is reduced by 2.
  Alignment. Cobalt Dragons are almost always Lawful Evil.
  Burrowing. You have a burrow speed of 15 feet.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Nickel Dragon
  Nickel dragons are the smallest and weakest of all Ferrous
  dragons, being only able to overpower a White dragon on a
  even playing field. Despite this they are powerful creatures
  and shouldn't be underestimated. They tend more towards a
  Chaotic alignment more than other dragons of their kind and
  tend to avoid conflict where possible.
  Ability Score Increase. Your Dexterity and Wisdom
  increases by 1.
  Alignment. Nickel Dragons are almost always Chaotic
  Neutral.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Allergenic Breath. Whenever a creature takes acid damage
  from any spell of other attack you make, that creature must
  pass a constitution saving throw with a DC 8 + your
  Constitution modifier + your Proficiency bonus or your Spell
  Save DC, or else have disadvantage on all attack roles and
  saving throws until the end of their next turn.
  Epic Dragons
  Epic Dragons are Unimaginably rare and powerful creatures.
  They are, simply put, better than other true dragons in every
  way. As such they would overshadow any other people in a
  group and shouldn't be expected to fight alongside anyone that
  isn't on a higher level of skill than them and are usually seen
  working alone. They make for dangerous enemies for even the
  most powerful adventurer.
  Purple Dragon
  A Purple Dragon is the Bizarre and rare child of a Red and
  Blue dragon, taking the best aspects of both. They are natural
  born spellcasters with a power unrivaled by their Chromatic
  Kin.
  Ability Score Increase. Your Intelligence and Strength are
  increases by 2.
  Alignment. Purple Dragons are almost always Chaotic Evil.
  Burrowing. You have a burrow speed of 15 feet.
  Dragon High Magic. If you are in a class that can cast
  spells, you recover all expended spell slots after finishing a
  short rest. You add your Intelligence modifier to all damage
  and attack rolls for magic. At level 1, you learn 2 cantrips from
  any class's spell list.
  Platinum Dragon
  These dragons are sometimes born from the egg of a Metallic
  Dragon, usually a Gold, Silver, Or Bronze one. Believed by
  some to be a avatar of the god Bahamut, these dragons are
  powerful and respective beyond belief. Anyone with a hit of
  wisdom will try to avoid angering them.
  Ability Score Increase. Your Charisma and Strength are
  increases by 4 to a maximum of 22.
  Alignment. Platinum Dragons are always, without
  exception, Lawful Good.
  Divine Magic. If you are in a class that can cast spells, you
  can prepare or learn spells from the Cleric spell list. These
  are both Sorcerer and Cleric spells for you. No matter what
  class you are in, you can use Charisma instead of the mental
  ability score that the class normally uses for any class feature
  that the class has.
  Draconic Potential. You can increase all of your ability
  scores above 20 with a class's Ability Score Improvement
  feature.
  Metallic Authority. You have advantage on all Charisma
  based skill checks involving Metallic Dragons. If you succeed
  on a Charisma skill check against a Metallic Dragon, they are
  charmed by you for up to 1 year. This effect bypasses Charm
  condition immunity.
  Chromatic Dragon
  In rare cases a Chromatic dragon will have the misfortune of
  laying a single large egg containing five baby dragons. Every
  dragon knows what this means and what curse they have just
  sired into the world. The five unborn wyrmlings will fight each
  other inside of the egg until the four weakest dragons have
  been eaten, only then will the beast hatch. This dragon is born
  with mismatched scales of every color, baring only a small
  similarity to their parents. The dragon will grow quickly until
  it kills it's caretaker, only then can it set out on it's own.
  Ability Score Increase. All of your ability scores accept
  constitution increase by 2.
  Alignment. Chromatic Dragons are always, without
  exception, Chaotic Evil.
  Burrowing. You have a burrow seed of 15 feet.
  Climbing. You have a climb speed equal to your speed.
  Amphibious. You can breath in air or water, and have a
  swim speed equal to your speed.
  Dark Magic. If you are in a class that can cast spells, you
  can prepare or learn spells from the Warlock spell list. These
  are both Sorcerer and Warlock spells for you. No matter what
  class you are in, you can use any mental ability score instead
  of the mental ability score that the class normally uses for any
  class feature that the class has.
  Draconic Potential. You can increase all of your ability
  scores above 20 with a class's Ability Score Improvement
  feature.
  Chromatic Authority. You have advantage on all Charisma
  based skill checks involving Chromatic Dragons. If you
  succeed on a Charisma skill check against a Chromatic
  Dragon, they are charmed by you for up to 1 year. This effect
  bypasses Charm condition immunity.
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  Dragon
  Level
  Proficiency
  Bonus
  Features
  Claw
  Strength
  Cantrips 1st 2nd 3rd 4th 5th
  Draconic
  Aspects
  1st
  +2
  Shapechange, Draconic Anatomy, Draconic
  Aspect
  1d4
  —
  — — — — —
  1
  2nd
  +2
  Draconic Path, Elemental Awakening,
  Spellcasting
  1d4
  2
  2
  — —
  -
  1
  3rd
  +2
  Dragon Flight*
  1d4
  2
  3
  — — — —
  1
  4th
  +2
  Ability Score Improvement
  1d4
  3
  3
  — — — —
  1
  5th
  +3
  Extra Attack
  1d6
  3
  4
  2
  — — —
  2
  6th
  +3
  Draconic Path feature, Freightful Presence
  1d6
  3
  4
  2
  — — —
  2
  7th
  +3
  ─
  1d6
  3
  4
  3
  — — —
  3
  8th
  +3
  Ability Score Improvement
  1d6
  3
  4
  3
  — — —
  3
  9th
  +4
  ─
  1d6
  3
  4
  3
  2
  — —
  4
  10th
  +4
  Draconic Path feature, Dragon Growth
  1d6
  4
  4
  3
  2
  — —
  4
  11th
  +4
  ─
  1d8
  4
  4
  3
  3
  — —
  4
  12th
  +4
  Ability Score Improvement
  1d8
  4
  4
  3
  3
  — —
  5
  13th
  +5
  ─
  1d8
  4
  4
  3
  3
  1
  —
  5
  14th
  +5
  Draconic Path feature
  1d8
  4
  4
  3
  3
  1
  —
  5
  15th
  +5
  ─
  1d8
  4
  4
  3
  3
  2
  —
  6
  16th
  +5
  Ability Score Improvement
  1d8
  4
  4
  3
  3
  2
  —
  6
  17th
  +6
  ─
  1d10
  4
  4
  3
  3
  3
  1
  6
  18th
  +6
  Draconic Path feature
  1d10
  4
  4
  3
  3
  3
  1
  7
  19th
  +6
  Ability Score Improvement
  1d10
  4
  4
  3
  3
  3
  2
  7
  20th
  +6
  Dragon Growth
  1d10
  4
  4
  3
  3
  3
  2
  7
  Creating a Dragon
  The most important thing to consider when making a dragon
  playable character is why they would be working with
  humans. While some dragons like Steel and Silver dragons
  enjoy the company of humans, others prefer to stay to
  themselves. While dragons don't require much to set off on
  adventure, they will usually stay to themselves. They will likely
  have had some major disruption in their life that forced them
  to work with others to fix.
  Dragons are often hunted by adventurers and armies that
  see them as a threat. Additionally, a dragon's body is full of
  natural magical energy, and is highly sought after by wizards,
  artificers, and cultists alike. Even good aligned metallic
  dragons are likely to be hunted down if anyone finds out what
  they are. Few people will stop to learn about what a dragon
  believes when a danger is presented. As such you should be
  wary about letting others know what you are.
  Quick Build
  You can make a dragon quickly by following these suggestions
  First, make Strength your highest stat, followed by
  Constitution and Charisma. You may wish to change what
  your highest stat is depending on what Draconic Path you
  want to take. A Dracomage or Dracolord would require high
  Intelligence or Wisdom for example. However most Draconic
  Paths will use Strength or Dexterity for their main damaging
  stat and use Charisma primarily to use their spells. It is
  recommended that you decide what character you want to
  build in advance and use your best judgment.
  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 dragon level
  7
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  Proficiencies
  Armor: None
  Weapons: Clubs, Quarterstaffs, Daggers
  Tools: None
  Saving Throws: Charisma, Constitution
  Skills: Choose two from Arcana, History, Investigation, Lore,
  Perception, Insight, Intimidation, and Deception.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a Quarterstaff or (b) a Club
  (a) a Simple weapon, (b) a Martial weapon or (c) a Dagger
  An explorer's pack and 30 gold.
  Shapechange
  At 1st level, you gain the inherent shapeshifting ability
  common to many dragons. As an action, you can magically
  polymorph into a humanoid, or back into your true form. You
  revert to your true form if you die. Any equipment you are
  wearing or carrying is absorbed or borne by the new form
  (your choice). If equipment is absorbed then it still counts
  towards the amount of weight you are carrying. In a new form,
  the you retain your alignment, hit points, Hit Dice, ability to
  speak, proficiencies, Class features, ability to cast spells, and
  ability scores, as well as this action. Your statistics and
  capabilities are otherwise replaced by those of the new form
  Some abilities can only be used in a dragon's true form and
  some can only be used while transformed into a humanoid or
  other form. If a feature of this class or any subclass doesn't
  specify what form it can be used it then assume that the
  feature can be used by either form. In general a feature that
  specifies a weapon attack does not apply to a attack with your
  natural weapon. Steel Dragons modify this ability somewhat.
  A Steel dragon can manifest a partial transformation while
  not in their true form, allowing them to selectively manifest
  the parts of their body needed to use their Natural Weapons
  or Fly/Glide speed.
  Draconic Anatomy
  At 1st level, you gain the benefits and weaknesses of your
  draconic body while in your true form.
  You gain a natural weapon in the form of your claws. You
  are Proficient with these weapons and always have them.
  You cannot be disarmed while using these. Attacks with
  these natural weapons deal 1d4. The damage increases as
  indicated by the Claw Strength column in the Dragon
  table. Strength is the modifier you use for this attack. Once
  you reach 6th level, these attacks are treated as being
  magical for the purposes of overcoming resistance to mon-
  magical weapon.
  While you are unarmored and not using a shield, you have
  a AC equal to 10 + your Constitution modifier + your
  Dexterity modifier.
  When you make an attack with your Natural Weapon, you
  can make a single attack with your tail as a bonus action.
  This is treated as a Natural Weapon attack.
  You are always fall as if you were under the effects of the
  Feather Fall spell and can glide up to 15 feet laterally while
  falling.
  You cannot add any modifiers to attack or damage rolls
  made with weapons other than your natural weapons, and
  make all attack rolls with other weapons with
  disadvantage.
  You cannot use shields, and cannot wear armor that is not
  made for your body.
  Draconic Aspect
  Your body has begun developing Draconic Aspects typical of
  adult dragons, abilities normally developed later in life that
  your training has allowed you to master earlier in life.
  At 1st level, you gain one draconic aspect of your choice.
  When you gain certain Dragon levels, you gain additional
  aspects of your choice, as shown in the Draconic Aspects
  column of the Dragon table.
  Additionally, when you gain a level in this class, you can
  choose one of the aspects you have and replace it with
  another aspect that you could learn at that level.
  A level prerequisite in an aspect refers to dragon level, not
  character level.
  Draconic Path
  At 2nd level, you choose which type of training you wish to
  undertake: the Dracolord, the Dracoknight, or the Dragon
  Ravager, Draconic Ranger, Dragon Minstrel, and Dragonsage
  all of which are detailed at the end of the class description.
  These paths grant you features at 2nd, 6th, 10th, 14th, and
  18th level.
  Elemental Awakening
  From 2nd level and beyond, you have developed the ability to
  control your elemental energy and use it in combat. You can
  use your action to exhale destructive energy, the shape, size,
  and damage type of which is determined by your Draconic
  Species as seen in the table below. When you use your breath
  attack, any creature caught in it's range must make a saving
  throw against your spell save DC, the type of which is
  determined by your Draconic Species. If your species has
  access to two, then you can use either. A creature takes 2d6
  damage on a failed save, and half as much damage on a
  successful one. The damage increases to 3d6 at 6th level, 4d6
  at 11th level, and 5d6 at 16th level. Once you use this feature,
  you cannot use it again until you have finished a short or long
  rest.
  Additionally, you gain resistance to a damage type indicated
  in the Draconic Species table below. Once you reach 6th level,
  this resistance becomes a immunity to that type of damage.
  While the ability to shapechange is usually unique
  to Metallic and some Ferrous dragons, a Chromatic
  dragon can be born with the ability to do so or
  develop it with practice. Most just chose not to
  undertake the training needed to use it because
  they either find it demeaning or have little use for it.
  8
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  Draconic Species
  Type
  Damage Type Breath Weapon
  Immunity
  Gold
  Fire
  15 ft. cone
  (Dex. save)
  Fire
  Silver
  Cold
  15 ft. cone
  (Con. save)
  Cold
  Bronze
  Lightning
  5 by 30 ft. line
  (Dex save)
  Lightning
  Brass
  Fire
  5 by 30 ft. line
  (Dex. save)
  Fire
  Copper
  Acid
  5 by 30 ft. line
  (Dex. save)
  Acid
  Red
  Fire
  15 ft. cone
  (Dex. save)
  Fire
  White
  Cold
  15 ft. cone
  (Con. save)
  Cold
  Green
  Poison
  15 ft. cone
  (Con. save)
  Poison
  Blue
  Lightning
  5 by 30 ft. line
  (Dex save)
  Lightning
  Black
  Acid
  5 by 30 ft. line
  (Dex. save)
  Acid
  Iron
  Fire(Sparks)
  15 ft. cone
  (Dex. save)
  Fire
  Steel
  Acid
  5 by 30 ft. line
  (Dex. save)
  Acid
  Tungsten
  Fire(Heated
  sand)
  5 by 30 ft. line
  (Dex. save)
  Fire
  Chromium
  Cold
  15 ft. cone
  (Con. save),5 by
  30 ft. line (Dex.
  save)
  Cold
  Cobalt
  Force(Magnetic
  wave)
  5 by 30 ft. line
  (Dex. save)
  Lightning
  Nickel
  Acid
  15 ft. cone
  (Dex. save)
  Acid
  Purple
  Fire/Lightning 5 by 30 ft. line
  (Dex. save)
  Fire,Lightning
  Platinum
  Radiant
  5 by 60 ft. line
  (Dex. save)
  Radiant, Cold,
  Thunder
  Chromatic
  Cold, Fire,
  Lightning, Acid,
  Poison
  30 ft. cone
  (Dex. save)
  Cold, Fire,
  Lightning,
  Acid, Poison
  A / means that the attack does half of one damage
  type and half of another. While a , means that you
  can choose either. Anything in () is for flavor.
  Spellcasting
  Channeling your natural magical energy allows you to warp
  the powers of nature to your will. Dragons have access to both
  the Sorcerer spell list and the Dragon spell list.
  Cantrips
  at 2nd level you know 2 cantrips of your choice from the
  sorcerer spell list. You learn additional sorcerer cantrips of
  your choice at higher levels, as shown in the Cantrips Known
  column of the Dragon table.
  Spell Slots
  The Dragon table shows how many spell slots you have to cast
  your spells of 1st level and higher. To cast one of these dragon
  spells, you must expend a slot of the spell's level or higher. You
  regain all expended spell slots when you finish a long rest.
  Preparing and Casting Spells.
  You may prepare a number of Dragon spells equal to your
  Charisma modifier + your Dragon level divided by three
  rounded up (Minimum 1). The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. Preparing new spells requires at least and hour
  per spell. You can select spells from both the Dragon and the
  Sorcerer's spell list.
  Spellcasting Ability
  Charisma is your spellcasting ability for your dragon spells,
  since the power of your magic relies on your ability to draw n
  your own magical energy and effect the world around you. You
  use your Charisma whenever a spell refers to your
  spellcasting ability. In addition, you use your Charisma
  modifier when setting the saving throw DC for a dragon spell
  you cast and when making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Charisma modifier
  Spell attack modifier = your proficiency bonus +
  your Charisma modifier
  Spellcasting Focus
  Dragons have the ability to channel magic through their body
  to a degree where they do not require a spellcasting focus.
  They can also ignore Somatic components of spells if they
  have a Verbal component. However all spells cast using this
  feature must have their verbal component uttered in Draconic.
  Draconic Flight
  Once you reach 3rd level, your wings have strengthened
  enough to allow you to fly. While you are in your true form,
  you have a flying speed of 30 feet. Some Draconic Species
  modify this feature.
  Gold Dragons can use their fly speed in any form.
  Steel Dragons can manifest their wings assuming they
  aren't obstructed by armor while not in their true form.
  9
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  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.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Frightful Presence
  At 6th level, you begin to master the power of a Dragon's
  Frightful Presence to send out waves of Dragon Fear. You
  have a 20 foot aura of Dragon Fear around you. While in your
  true form, whenever a enemy within that area makes an attack
  roll, you can use your reaction to give that roll disadvantage.
  You can use this feature a number of times equal to your
  Dragon level divided by 3 + your Charisma modifier
  (Minimum 1). You regain all uses after finishing a long rest.
  The range increases to 30 feet at 10th level, 40 feet at 14th,
  and 50 feet at 18th.
  Dragon Growth
  At 10th level and again at 20th level, the magic flowing
  through your body allows you to undergo a growth spurt of
  sorts. The maximum for all of your ability scores increases by
  2. Additionally, you increase one of your ability scores by 2.
  Your normal size increases by one category. (You become a
  large creature at level 10 and a Huge at level 20) When using
  the shapechange feature, you can choose to assume any size
  lower than the natural size granted by this feature to a
  minimum of medium. For example a 20th level dragon could
  use Shapechange to make themselves Huge, Large or
  Medium, this still counts as your true form. If you die, you will
  revert to your natural size. For example a level 20 dragon that
  dies while in it's Medium size will suddenly grow to Huge. You
  gain the following effects for every size you are above
  Medium, a Huge dragon would gain a effect twice unless it
  specifies a different effect for both sizes.
  You roll an additional damage die for attacks with your
  natural weapon. (2d10 for Large and 3d10 for Huge)
  Your breath weapon's damage dice increase by one stage.
  (d8 for Large and D10 for Huge)
  Your fly speed increases by 15 feet at large and 30 feet at
  Huge.
  Your AC equals 11 + your Constitution modifier + your
  Dexterity modifier at Large and 17 + your Constitution
  modifier at Huge.
  Obviously a increase in size comes with various issues
  when moving inside and through tight spaces. As such you
  won't be able to use your larger sizes inside of caves,
  dungeons or buildings that aren't big enough for you. While
  you are in a size larger than Medium you cannot use your
  flying speed while there are walls or other solid objects within
  five feet of you on either side, and you move at half your
  walking speed while the ceiling is lower than your hight.
  Draconic paths
  Dragons that set forth on adventure tend to find themselves
  training with humans. While dragons are ill suited for taking
  on normal classes, they're fast learning and natural power
  allows them to put their own spin on abilities presented by
  humans. These take the form of Draconic Paths, a path of
  training on which a dragon embarks to allow it to fight more
  effectively outside of their natural form.
  The Dracolord
  A Dracolord is a dragon that has dedicated their life in service
  as a Cleric of some member of the Draconic Pantheon,
  usually Bahamut or Tiamat. They strive more than most to
  uphold the ideals of dragonkind. They have the power of a War
  Cleric and the Dedication of a Paladin, going to spread the
  will of their god and vanquish all that appose their ideals.
  Bonus Proficiencies
  You have Proficiency in Light armor, Medium armor, Shields,
  and all Simple weapons.
  Divine Spellcasting
  Your position as a Cleric grants you access to the divine
  powers associated with them. When preparing a spell or
  learning a cantrip, you may also choose spells from the Cleric
  list. Additionally, you have the spellcasting ability of a full
  caster. The number of spell slots you have at each level is
  listed in the Dracolord table. Your spellcasting ability is
  changed from Charisma to Wisdom. The number of spells you
  can prepare is equal to your Wisdom modifier + your Dragon
  level (Minimum 1).
  Spell Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  Ritual casting
  You can cast a spell as a ritual if that spell has the ritual tag
  and you have the spell prepared.
  10
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  Dracolord
  Level
  Features
  Cantrips Known
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  —
  0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  Holy Weapon, Channel Divinity
  3
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  —
  3
  3
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  ─
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  —
  4
  4
  3
  —
  —
  —
  —
  —
  —
  —
  6th
  Hallowed Presence, Channel Divinity
  4
  4
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  —
  4
  4
  3
  3
  —
  —
  —
  —
  —
  —
  8th
  ─
  4
  4
  3
  3
  1
  —
  —
  —
  —
  —
  9th
  —
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  10th
  God's Breath
  4
  4
  3
  3
  3
  1
  —
  —
  —
  —
  11th
  —
  5
  4
  3
  3
  3
  2
  —
  —
  —
  —
  12th
  ─
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  —
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  14th
  Divine Roar
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  16th
  ─
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  18th
  Dragon God's Mantel
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  19th
  —
  5
  4
  3
  3
  3
  3
  1
  1
  1
  1
  20th
  ─
  5
  4
  3
  3
  3
  3
  2
  1
  1
  1
  Holy Weapon
  at 2nd level, your bond with your god allows you to channel
  their power into your weapons. You can preform hour long a
  ritual on any weapon you are Proficient with to fill it with
  Divine power. You always know the location of this weapon
  and can transport it to your hand as an action. This weapon
  counts as a magic weapon. When attacking with this weapon,
  you deal an extra 1d4 + your Wisdom modifier radiant
  damage. This damage increases along with your Natural
  Weapon damage on the Dragon table. You can preform this
  ritual again to bind the divine power to another weapon. If you
  do, the previous weapon loses it's power.
  Channel Divinity
  At 2nd level, you gain the ability to channel divine energy
  directly from your deity, using that energy to fuel magical
  effects. You start with two such effects: Turn Monster and one
  determined by your Deity.
  When you use your Channel Divinity, you choose which
  effect to create. You must then finish a short or long rest to
  use your Channel Divinity again.
  Some Channel Divinity effects require saving throws. When
  you use such an effect from this class, the DC equals your
  cleric spell save DC.
  Beginning at 6th level, you can use your Channel Divinity
  twice between rests, and beginning at 18th level, you can use
  it three times between rests. When you finish a short or long
  rest, you regain your expended uses.
  Channel Divinity: Turn Monster
  As an action, you utter a prayer to your god striking fear any
  dragon and monstrosity. Each dragon and monstrosity that
  can see or hear you within 30 feet of you must make a
  Charisma saving throw. If the creature fails its saving throw, it
  is turned for 1 minute or until it takes any damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can't willingly move to a space
  within 30 feet of you. It also can't take reactions. For its
  action, it can use only the Dash action or try to escape from an
  effect that prevents it from moving. If there's nowhere to
  move, the creature can use the Dodge action.
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  Hallowed Presence
  Starting at 6th level, your Frightful Presence gains the ability
  to aid your allies. Whenever dice are rolled to recover the HP
  of a friendly creature within the area of your Frightful
  Presence, you can use your reaction to spend a use of your
  Frightful Presence to have them heal for the maximum
  amount.
  Channel Divinity: Second ability
  At 6th level you gain a new Channel Divinity feature based on
  what god you worship.
  Bahamut and other good dragon gods: Smite of the
  North Wind. When you make a melee attack, you can use
  your Channel Divinity to make the attack strike a creature
  up to 30 feet away from you. You can add both your
  Strength (Dexterity if the weapon has the Finesse
  property) and Wisdom modifier to your attack and damage
  rolls for this attack.
  Tiamat and other evil dragon gods: Breath of the
  Dragon Queen. When you make a breath attack, you can
  use your channel divinity to impose disadvantage on saving
  throws made it. Also, all damage dice are treated as rolling
  their maximum amount.
  God's Breath
  At 10th level, you connection to your divine patron is strong
  enough that you can channel the power of their breath
  through you. Instead of using your normal breath weapon, you
  can use one of the breath weapons used by your god. The
  breath weapons you have access to is determined by the god
  you worship. Once you use this feature you cannot use your
  breath weapon or one of the breath weapons granted by this
  feature for seven days, This is reduced to 5 days at level 14
  and 3 days at level 18.
  Bahamut: Disintegration Ray. You can use your action to
  exhale a 5 by 120 foot line of destructive energy. Each
  creature in the area of the exhalation must make a
  Dexterity saving throw against your spell save DC, taking
  10d6 radiant or force damage (Your choice) on a failed
  save and half as much on a successful one., this damage
  increases to 14d6 at 14th level, and 18d6 at 18th level. If
  this attach decreases a creature's HP to 0 to dies instantly
  and it and any non-magical item it is carrying are
  disintegrated. They cannot be revived or repaired in any
  way save a Wish spell.
  Bahamut: Breath of the North Wind. You can use your
  action to exhale a 60 foot cone of cold air. Each creature in
  the area of the exhalation must make a Constitution saving
  throw against your spell save DC, taking 5d6 cold damage,
  gaining 2 levels of exhaustion, and is stunned until the end
  of their next turn on a failed save and taking half as much
  on a passed one. This damage increases to 7d6 at level 14
  and 9d6 at level 18.
  Tiamat: Breath of a Thousand Colors. You can use your
  action to exhale a 60 foot cone of destructive energy. Each
  creature in the area of the exhalation must make a
  Dexterity saving throw against your spell save DC, taking
  2d6 fire damage, 2d6 cold damage, 2d6 lightning damage,
  2d6 acid damage, and 2d6 poison damage on a failed save
  and half as much on a successful one. This damage
  increases to 2d8 for each damage type at level 14 and
  2d10 at level 18. Any creature that fails their saving throw
  must make a Constitution saving throw against your spell
  save DC, rolling a d8 and being inflicted with the
  appropriate condition from the table below for 1 minute on
  a failed save.
  d8
  Conditions
  1
  Poisoned
  2
  Paralyzed
  3
  Frightened
  4
  Blinded
  5
  Deafened
  6
  Stunned
  7
  Gains 1 level of Exhaustion
  8
  Charmed
  You and your DM may wish to create one to fit with the lore
  of another dragon god if you wish to follow a different one
  than these two.
  Divine Roar
  At 14th level, your devotions has allowed you to channel the
  power of your god's dragon fear. As a reaction you can spend a
  spell slot to force any creature's of your choice within the area
  of your Frightful Presence to make a Wisdom saving throw
  against your spell save DC + the spell slot's level. Being
  Frightened for one minute on a failed save and being stunned
  until the end of their next turn on a passed one. A creature
  may reattempt this save at the end of each of their turns to
  cure their fear status. You can only use this feature once until
  you finish a long rest.
  Dragon God's Mantel
  At 18th level your body has become an ideal conduit for divine
  power. As a bonus action on your turn while in your natural
  form, you can temporarily mantel your god's powers and take
  on their appearance. You gain the following benefits for 1
  minute, after which you gain 4 levels of Exhaustion.
  You have immunity to piercing, bludgeoning, and slashing
  damage from non-magical weapons.
  Tiamat You have immunity to fire, cold, acid, lightning, and
  poison damage.
  Bahamut You have Immunity to cold, radiant, force, and
  thunder damage.
  You can add both or either your Charisma and Wisdom
  modifiers to all attack and damage rolls.
  You movement speed is doubled.
  You can use the God's Breath feature once without
  applying its restrictions.
  12
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  Dracomage
  Level
  Features
  Cantrips Known
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  —
  0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  Draconic Recovery,
  3
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  —
  3
  3
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  ─
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  —
  4
  4
  3
  —
  —
  —
  —
  —
  —
  —
  6th
  Dragon Magic Surge, Guiding Presence
  4
  4
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  —
  4
  4
  3
  3
  —
  —
  —
  —
  —
  —
  8th
  ─
  4
  4
  3
  3
  1
  —
  —
  —
  —
  —
  9th
  —
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  10th
  Mystic Breath
  4
  4
  3
  3
  3
  1
  —
  —
  —
  —
  11th
  —
  5
  4
  3
  3
  3
  2
  —
  —
  —
  —
  12th
  ─
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  —
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  14th
  Mystic Roar
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  16th
  ─
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  18th
  Draconic High Magic
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  19th
  —
  5
  4
  3
  3
  3
  3
  1
  1
  1
  1
  20th
  ─
  5
  4
  3
  3
  3
  3
  2
  1
  1
  1
  The Dracomage
  While all Dragons are born as Sorcerers, some choose a
  different path to magic and learn the ways of Wizardry. These
  Dragons hold tremendous knowledge of the Arcane and use
  their power more effectively than most.
  Bonus Proficiencies
  You have Proficiency in the Arcana skill and Intelligence
  saving Throws.
  Arcane Spellcasting
  Your training in the ways of wizardry allows you to use more
  magic than most dragons. When preparing a spell or learning
  a cantrip, you may also choose spells from the Wizard list.
  Additionally, you have the spellcasting ability of a full caster.
  The number of spell slots you have at each level is listed in the
  Dracomage table. Your spellcasting ability is changed from
  Charisma to Intelligence. The number of spells you can
  prepare is equal to your Intelligence modifier + your Dragon
  level (Minimum 1).
  Spell Save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intellignce modifier
  Ritual casting
  You can cast a spell as a ritual if that spell has the ritual tag
  and you have the spell prepared.
  13
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  Draconic Recovery
  At 2nd level, you've learned to recover some of your expended
  magical energy with minimal rest. Once per day when you
  finish a short rest, you can choose expended spell slots to
  recover. The spell slots can have a combined level that is equal
  to or less than half your wizard level (rounded up), and none of
  the slots can be 6th level or higher.
  Dragon Magic Surge
  Starting at 6th level, you gain the ability to weave your
  inherent magical energy into your spells. Whenever you use a
  cantrip or cast a spell that deals damage of the type of your
  breath weapon, you add your Intelligence modifier to the
  damage dealt.
  Guiding Presence
  Starting at 6th level, your Frightful Presence gains the ability
  to effect the magic around you. Whenever a ally within the
  area of your Frightful Presence makes a ranged attack roll,
  you can spend one use of your Frightful Presence to add your
  Intelligence modifier to their roll.
  Mystic Breath
  At 10th level, you can imbue your breath weapon with
  additional magical energy. When attacking with your breath
  weapon, you can spend a spell slot to apply one of the
  following effects based on the level of the spell slot used to any
  creature that fails it's saving throw against it.
  1. You roll an additional damage die to determine the damage
  dealt.
  2. You roll two additional damage dice to determine damage
  dealt.
  3. You roll three additional damage dice to determine damage
  dealt.
  4. You roll four additional damage dice to determine damage
  dealt.
  5. The creature is deafened.
  6. The creature is knocked prone.
  7. The creature is Poisoned for 1 minute.
  8. The creature is Paralyzed for until the end of your next
  turn.
  9. The creature is Petrified for 1 minute.
  10. The creature is Petrified for 1 hour.
  Mystic Roar
  At 14th level, you gain the ability to channel your magical
  power into your Frightful Presence. As a reaction you can
  spend a spell slot to give a number of creatures equal to the
  level of the spell slot used + 1 disadvantage on all saving
  throws made against spells until the end of your next turn.
  You can only use this feature once until you finish a long rest.
  Draconic High Magic
  At 18th level, you gain the ability to use some spells without
  consuming a spell slot. You choose two spells of 3rd level or
  lower, you always have those spell prepared. They do not
  count against the number of spells you have prepared, and you
  can cast those spells without expending a spell slot
  Once you reach 20th level, you no longer have a level 9 spell
  slot. Instead you gain a level 10 spell slot.
  The Dracoknight
  A Dracoknight is a Dragon that has turned their training
  towards Martial warfare. They have the ability to control the
  battlefield and strike down their enemies.
  Bonus Proficiencies
  You have proficiency in Light armor, Medium armor, Heavy
  armor, Shields, All weapons.
  War Magic
  Your training in battle has allowed you to master magic used
  in warfare to smite enemies and support allies. When
  preparing a spell or learning a cantrip, you may also choose
  spells from the Paladin list.
  Level
  Feature
  2
  Draconic Smite, Bound Blade, Fighting Style
  6
  Wyrmcutter, Fortifying Presence
  10
  Legendary Resistance
  14
  Kneeling Roar
  18
  Spell Sunder
  Draconic Smite
  Starting at 2nd level, when you hit a creature with a melee
  weapon attack, you can expend one spell slot to deal damage
  of the same type as your breath weapon (Your choice if
  multiple) to the target, in addition to the weapon's damage.
  The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
  each spell level higher than 1st, to a maximum of 5d8. The
  damage increases by 1d8 if the target is an undead or a fiend,
  to a maximum of 6d8.
  Bound Blade
  at 2nd level, you can preform hour long a ritual on any weapon
  you are Proficient with to fill it with Draconic power. You
  always know the location of this weapon and can transport it
  to your hand as an action. This weapon counts as a magic
  weapon. When attacking with this weapon, you deal an extra
  1d4 + your Wisdom modifier damage of your breath weapon's
  type. This damage increases along with your Natural Weapon
  damage on the Dragon table. You can preform this ritual again
  to bind the Draconic power to another weapon. If you do, the
  previous weapon loses it's power.
  At 10th level, you can have power bound to two weapons at
  a time.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the options available to the Fighter.
  You can't take a Fighting Style option more than once, even if
  you later get to choose again. You can only benefit from this
  feature while not in your true form.
  14
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  Wyrmcutter
  At 6th level, you gain the ability to channel your elemental
  power through your blade. When you make a melee attack,
  you can make the attack strike a creature up to 30 feet away
  from you. You can add both your Strength (Dexterity if the
  weapon has the Finesse property) and Charisma modifier to
  your attack and damage rolls for this attack. You can use this
  feature a number of times equal to half your Dragon level +
  your Charisma modifier.
  Fortifying Presence
  Starting at 6th level, your Frightful Presence gains the ability
  to fortify your allies will power. Allies within the area of your
  Frightful Presence have advantage on saving throws made
  against being Frightened or Charmed. As a reaction, you can
  spend 1 use of your Frightful Presence to give 1 ally
  advantage on their next saving throw.
  Legendary Resistance
  At 10th level, your ability to shrug off damage increases. If you
  fail a saving throw, you can choose two reroll that saving
  throw with advantage. Once you use this feature, you cannot
  use it again until after finishing a Long rest.
  You gain another use of this feature at 20th level.
  Kneeling Roar
  At 14th level, as a reaction you can spend a spell slot to force a
  number of creatures within the area of your Frightful
  Presence equal to the level of the spell slot used + 1 make a
  Wisdom saving throw or be Frightened for 1 minute. They can
  repeat this saving throw at the end of their turn. You can only
  use this feature once until you finish a long rest.
  Spell Sunder
  At 18th level, you can cleave through the magic with a strike.
  Your attacks ignore resistance and Immunity to damage.
  Additionally, as an action, you can create a zone of dead magic
  in a 30 foot sphere centered on your position that lasts for 1
  minute. You are immune to this effect. Once you use this
  feature, you cannot use it again until after you finish a long
  rest.
  The Dracominstrel
  While some magic focused dragons spend their time weaving
  crude magic with shouts and roars, the Dracominstrel
  believes that magic is much more of an art form. That
  Draconic isn't a language meant to be yelled like a battle cry,
  but something sung merrily or whispered like poetry into the
  ears of a lover. As such these dragons use magic with much
  more elegance than others, but with no less power.
  Bardic Spellcasting
  Your training in the arts allows you to use a larger variety of
  magic than most dragons. When preparing a spell or learning
  a cantrip, you may also choose spells from the Bard list.
  Additionally, you have the spellcasting ability of a full caster.
  The number of spell slots you have at each level is listed in the
  Dracominstel table. The number of spells you can prepare is
  equal to your Charisma modifier + your Dragon level
  (Minimum 1).
  Bonus Proficiencies
  You You have proficiency in Light armor, Simple weapons,
  hand crossbows, longswords, rapiers, and shortswords.
  You have proficiency with one Instrument of your choice
  and the performance skill.
  15
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  Dracominstrel
  Level
  Features
  Cantrips Known
  Sorcery Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  —
  0
  0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  Symphonic Magic, Draconic Melody
  3
  1
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  —
  3
  1
  3
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  ─
  3
  2
  4
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  —
  4
  2
  4
  3
  —
  —
  —
  —
  —
  —
  —
  6th
  Inspiring Presence, Preserving Presence
  4
  3
  4
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  —
  4
  3
  4
  3
  3
  —
  —
  —
  —
  —
  —
  8th
  ─
  4
  4
  4
  3
  3
  1
  —
  —
  —
  —
  —
  9th
  —
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  10th
  Symphonic Breath
  4
  5
  4
  3
  3
  3
  1
  —
  —
  —
  —
  11th
  —
  5
  5
  4
  3
  3
  3
  2
  —
  —
  —
  —
  12th
  ─
  5
  6
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  —
  5
  6
  4
  3
  3
  3
  2
  1
  —
  —
  —
  14th
  Inspiring Roar
  5
  7
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  —
  5
  7
  4
  3
  3
  3
  2
  1
  1
  —
  —
  16th
  ─
  5
  8
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  —
  5
  8
  4
  3
  3
  3
  2
  1
  1
  1
  —
  18th
  Thousand Melodies
  5
  9
  4
  3
  3
  3
  2
  1
  1
  1
  1
  19th
  —
  5
  9
  4
  3
  3
  3
  3
  1
  1
  1
  1
  20th
  ─
  5
  10
  4
  3
  3
  3
  3
  2
  1
  1
  1
  Symphonic Magic
  At 2nd level, you tap into a deep wellspring of magic within
  yourself. This wellspring is represented by sorcery points,
  which allow you to create a variety of magical effects. You
  have 1 sorcery point and gain more at later levels. You regain
  all expended spell slots after finishing a short or long rest.
  Additionally, you gain the ability to warp spells by altering
  the way you perform them. You gain two of the Metamagic
  options usable by Sorcerers of your choice except Subtle
  Spell. You gain another one at 10th and 18th level.
  Draconic Melody
  At 2nd level, you gain the ability to weave magic into a healing
  song. You and any allies recover HP equal to your Charisma
  modifier (Minimum 1) when spending a Hit die during a short
  rest. A creature can only benefit from this effect once per day.
  Inspiring Presence
  Starting at 6th level, as a reaction, you can spend a use of your
  Frightful Presence to give all allies within the range of your
  Frightful Presence advantage on 1 attack roll they make this
  turn.
  Preserving Presence
  Starting at 6th level, as a reaction, you can spend a use of your
  Frightful Presence to give all allies within the range of your
  Frightful Presence advantage on 1 saving throw they make
  this turn.
  Symphonic Breath
  At 10th level, you gain the ability to change your Breath
  Weapon into a sonic blast. When using your Breath Weapon,
  you can spend a spell slot to change the breath weapon into a
  60ft. Cone requiring a Constitution save that deals thunder
  damage. You deal an additional 1d4 psychic damage per level
  of the spell slot used.
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  Inspiring Roar
  At 14th level, as a reaction you can spend a spell slot to grant a
  number of creatures within the area of your Frightful
  Presence equal to the spell slot's level + 1 advantage on 1 roll
  of their choice this turn. Once you use this feature, you cannot
  use it again until the end of your next Long rest.
  Thousand Melodies
  At 18th level, you have learned to weave all forms of magic
  into song. When preparing spells, you may prepare 1 spell
  from any class's spell list other than your own.
  The Draco Shaman
  Some dragons choose to entrance themselves in nature to
  better understand the world around them. These Dragons are
  exceptionally versed in survival and blending into nature.
  They have the ability to disappear into the forest or amongst
  animals better than any other creature.
  Bonus Proficiencies
  You are Proficient in Survival and Wisdom saving throws.
  Divine Spellcasting
  Your conection with nature grants you access to the powers
  associated with Druids. When preparing a spell or learning a
  cantrip, you may also choose spells from the Druid list.
  Additionally, you have the spellcasting ability of a full caster.
  The number of spell slots you have at each level is listed in the
  Dragon Shaman table. Your spellcasting ability is changed
  from Charisma to Wisdom. The number of spells you can
  prepare is equal to your Wisdom modifier + your Dragon level
  (Minimum 1).
  Spell Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  Ritual casting
  You can cast a spell as a ritual if that spell has the ritual tag
  and you have the spell prepared.
  17
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  Dragon Shaman
  Level
  Features
  Cantrips Known
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  —
  0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  Improved Shapechange, Partial Transformation
  3
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  —
  3
  3
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  ─
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  —
  4
  4
  3
  —
  —
  —
  —
  —
  —
  —
  6th
  Bestial Shapechange, Befuddling Presence
  4
  4
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  —
  4
  4
  3
  3
  —
  —
  —
  —
  —
  —
  8th
  ─
  4
  4
  3
  3
  1
  —
  —
  —
  —
  —
  9th
  —
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  10th
  Life's Breath, Monstrous Shapechange
  4
  4
  3
  3
  3
  1
  —
  —
  —
  —
  11th
  —
  5
  4
  3
  3
  3
  2
  —
  —
  —
  —
  12th
  ─
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  —
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  14th
  Nature's Roar
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  16th
  ─
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  —
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  18th
  Draconic Shapechange
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  19th
  —
  5
  4
  3
  3
  3
  3
  1
  1
  1
  1
  20th
  ─
  5
  4
  3
  3
  3
  3
  2
  1
  1
  1
  Improved Shapechange
  At 2nd level, you gain batter control over your Shapechange
  ability. When using your Shapechange feature, the new form
  can be a beast, dragon, or monstrosity, with a CR of 1 or
  lower. If you transform into a non-humanoid creature with
  Shapechange, you assume it's Strength, Dexterity, and
  Constitution scores.
  Partial Transformation
  Your mastery of your body allows you to use your natural
  weapons and grants you a unarmored AC equal to 10 + your
  Constitution modifier + your Dexterity modifier.
  Bestial Shapechange
  At 6th level, when using your Shapechange feature, you can
  also assume the form of a Beast with a CR equal to or lower
  than your level divided by 3.
  Befuddling Presence
  At 6th level, you can use your reaction to expend one use of
  your Frightening Presence to subtract your Wisdom modifier
  from one enemy within your Frightening Presence's attack
  rolls this turn.
  Life's Breath
  At 10th level, you gain the ability to use your breath weapon to
  weave life into the area you strike, causing it to become
  overgrown with plant life. When using your breath weapon,
  you can spend one spell slot to turn the ground within the
  area it hit into difficult terrain.
  Monstrous Shapechange
  At 10th level, you can assume the form of creature's as
  monstrous as you are. When using your Shapechange feature,
  you can also turn into a monstrosity with a CR equal to or
  lower than your level divided by 3.
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  Nature's Roar
  At 14th level, as a reaction you can spend a spell slot to heal a
  number of creatures within the area of your Frightful
  Presence equal to the spell slot's level + 1 for 2d8 + and
  additional d8 per level of the spell slot. Once you use this
  feature, you cannot use it again until you finish a short or long
  rest.
  Draconic Shapechange
  At 18th level, you gain the ability to assume the form of
  another dragon by using your Shapechange. At 18th level,
  when using your Shapechange feature, you can also assume
  the form of a Dragon with a CR equal to or lower than your
  level. You cannot use any Legendary actions or Legendary
  Resistances that the creature has.
  Draconic Aspects
  Dracnic Aspects a abilities that dragons develop later in life.
  Though a dragon's growth is tied somewhat to magic,
  meaning that it is able to gain them early with training.
  Dragon Sight
  You gain dark vision through both magical and nonmagical
  darkness up to 120 feet.
  Improved Shapechange
  When using the Shapechange feature, you can choose to
  assume the form of a beast with a CR of 1 or lower.
  Breath Renewal
  prerequisite: must be level 2.
  If you have no uses of your Breath Weapon left at the end of
  your turn, you roll a d10. If you roll a 10, you regain a use of
  your breath weapon.
  Breath Renewal Greater
  prerequisite: must be level 6.
  If you have no uses of your Breath Weapon left at the end of
  your turn, you roll a d8. If you roll a 8, you regain a use of your
  breath weapon.
  Breath Renewal Maximum
  prerequisite: must be level 10.
  If you have no uses of your Breath Weapon left at the end of
  your turn, you roll a d6. If you roll a 6, you regain a use of your
  breath weapon.
  Breath Regeneration
  prerequisite: must be level 14.
  If you have no uses of your Breath Weapon left at the end of
  your turn, you roll a d6. If you roll a 5 or a 6, you regain a use
  of your breath weapon.
  Breath Surge
  prerequisite: must be level 2.
  You can add your Charisma modifier to any damage dealt by
  your Breath Weapon.
  Dragon Skin Plus
  While in your true form, your AC increases by 2.
  Dragon Mount
  While in your true form and Medium sized, You count as one
  size larger when determining your carrying capacity and the
  weight you can push, drag, or lift. While a creature that is
  proficient in Animal Handling is riding on your back, they can
  use their reaction to add their Proficiency Bonus and Wisdom
  to your AC for one attack or to one saving throw. They can do
  this after they know if the attack hit or missed. A creature
  Proficient in Animal Handling can also use their action to add
  their Proficiency Bonus plus their Wisdom modifier to any
  attack rolls you make this turn.
  To gain these benefits, you must allow the creature to
  determine where and how far you move.
  Dragon Fear
  You are Proficient in Charisma (Intimidation) checks and add
  double your Proficiency Bonus to them.
  Silver Tongue
  You are Proficient in Charisma (Deception) and Charisma
  (Persuasion) checks.
  Legendary Action - Wingbeat
  prerequisite: must be level 17.
  As a reaction while you are in your true form, you can make
  one attack with your wings. This attack takes the form of a
  gust of wind that forces all creatures within a 15 foot sphere
  to pass a Dexterity saving throw or be knocked prone.
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  Dragon Backgrounds
  Child of Dragons
  Rarely, a dragon will fall in love with a human. In most cases
  this results in a Sorcerer or a half dragon. But in very rare
  cases this will result in a child that, at first, appears to be the
  same species as their non-draconic parent. In time, however,
  they will begin developing draconic features and abilities until
  they finally transform into a full blooded dragon.
  You know how to hide your abilities and blend into the
  crowd. You have learned to make yourself as unassuming as
  possible when needed. You also have a kill for seeing when
  someone doesn't have you best interests at heart.
  Skill Proficiencies: Deception, Insight
  Languages: Common and one other language of your choice.
  Equipment: a set of common clothes, a backpack, and a coin
  purse containing 20 gp.
  Feature: One of the Crowd
  You can effortlessly blend into crowds of people while in a
  humanoid form. When trying to evade capture or avoid being
  spotted in a large group of people you can hide much easier
  than others.
  Suggested Characteristics
  You were raised by normal people and randomly developed
  new powers as you got older. Depending on your surroundings
  this may have been just a weird change or something
  completely life destroying. By the time you departed on an
  adventure your dragon powers had fully manifested and your
  life was set on a new course.
  d8
  Personality Trait
  1
  You tend to underestimate your own abilities and
  forget what you are capable of
  2
  You take a pragmatic stance on everything and try not
  to not let emotion crowd your judgment
  3
  You are awkward in social situations that involve
  strength or other feats of physical ability
  4 You are self conscious about your body and tend to not
  talk about it
  5
  Your personality randomly swings to be more like your
  draconic parent at time, this may or may not disturb
  you.
  6
  Using your draconic powers is strange to you,
  sometimes surprising you when you use one that you
  are not fully versed in
  7
  You find yourself fussing over finances and wealth,
  maybe taking up a position as the party's financial
  advisor
  8
  Your personality is similar to your dragon parent
  d6
  Ideal
  1
  Family. Life has left suspicious, but a true family is
  something that you will always look for.
  2
  Loyalty. You hold loyalty as the highest virtue, never
  forgiving betrayal and always willing to put you life on
  the line for those you hold dear.
  3
  Understanding. You try to understand the positions of
  others and try to make sure that others are treated
  justly. (Good)
  4
  Vengence You have lost your tolerance for petty
  humans and their small minds, you won't let them
  forget all the injustices they've dealt you. (Evil)
  5
  Wealth. You spend your time expanding your riches,
  hording gold like a dragon
  6
  Adventure. You want to explore the world and expand
  your knowledge of it.
  d6
  Bond
  1 I wish to find my draconic father/mother to know more
  about my heritage.
  2
  I want to find a place to belong.
  3
  My human parent died gave me a quest and i must
  complete it to honor their memory.
  4
  I can't stand seeing oppression of any kind and will
  stamp it out given the chance.
  5
  I seek to make my fortune as an adventurer.
  6
  I want to learn more about my powers.
  d6
  Flaw
  1
  You fly into pointless rages at slight provocation.
  (Chromatic)
  2
  You force your ideals and morality onto others,
  sometimes to a extreme extent. (Metallic)
  3 You are greedy to a fault and tend to make bad choices
  to make money.
  4
  You boast about your power to others and hold it over
  their heads.
  5 You see violence as the best solution to every problem.
  (Chromatic)
  6
  You refuse to debate once your mind is set. You will
  never compromise, even if you know you are wrong.
  (Metallic)
  Variant Child of Dragons: Heir to the
  Thorne
  Instead of a child born from a union between a humanoid and
  a dragon, you might be the heir to a long line a nobles or
  royals that have strong dragon blood. You were just born with
  a lot of it. Maybe you were the result of a long project to breed
  the perfect king or just a fluke of genetics.
  Instead of a backpack and common clothes you might start
  with a set of fine clothes, a signet ring, and a scroll of
  pedigree. Instead of Insight, you might be skilled in history.
  20
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  Dragon in disguise
  Often a dragon will die or leave before their eggs hatch.
  Sometimes a dragon will leave their eggs in the care of
  humans they trust. Other times a young dragon without a
  parent to raise them, or perhaps a a unhatched egg, will find
  their way into the hands of a couple of humans that will raise
  and care for them.
  This gives you a different perspective on life than a normal
  dragon would have. The combination of draconic nature and
  human nurture often produces a personality the differs from
  dragons of your species, sometimes changing your alignment
  if your draconic traits are drastically different than what your
  upbringing would produce. None the less the pride, greed, and
  anger typical of dragons shows through and influence your
  actions.
  Skill Proficiencies: Perception, Intimidation
  Languages: Common.
  Tool Proficiencies: One set of Artisan tools or gaming set
  Equipment: a set of common clothes, a set of artisan tools or
  gaming set of your choice, and a coin purse containing 25
  gp.
  Feature: Draconic Brotherhood
  Dragons tend to have a consideration for younger members of
  their kind, as long as they aren't from the apposing faction at
  least. Dragons of your type (metallic, Chromatic, etc.) are
  unlikely to attack you unless provoked. You have advantage on
  any Charisma (Persuasion) checks involving them. They may
  be persuaded to to aid you or come to your defense if it comes
  at no significant cost to them and a case can be made. Older
  female dragons especially are likely to give advice and aid if
  asked, thought not at a risk to their safety or reduction of their
  horde. This consideration may or may not be extended to your
  allies depending on their actions and the dragon's personality.
  Dragons of other types (Metallic, Chromatic, etc.), however,
  are not so kind. they will go out of their way to attack you if
  they perceive you as a threat and any Charisma (Persuasion),
  (Deception), and (Intimidation) checks involving them are
  made with disadvantage.
  Suggested Characteristics
  Dragons are highly archetypal and magical creatures that tend
  towards personality traits that are common among their
  species. As such any dragon should have some connections to
  the type of dragon they are. Alignment wise you should be
  similar to that type of dragon and not swing to wildly away
  from that alignment without good reason. For example a Red
  Dragon that was raised by humans and influenced towards a
  neutral or good alignment should still have strong chaotic
  tendencies. A evil Gold Dragon should have a past that shows
  them the worst of humanity and leads them to evil. Dragons
  form their personalities early and have human adult level
  intelligence or above after only a few days and speak fluent
  Draconic within hours. It takes a lot to sway a dragon from
  their natural tendencies, to the point that Evil Metallic and
  Good Chromatic dragons are almost unheard of. Though this
  upbringing has a tendency to mute this at times and temper
  them towards neutrality.
  d8
  Personality Traits
  1
  You brag about your abilities without letting others
  know what you are.
  2
  You see humans as lesser beings. You see it as your
  duty to protect them and help them when possible.
  (Metallic) You see them like insects and let them know
  how you feel. (Chromatic)
  3
  You muse poetic about your lifespan, knowing that
  even the long lived elves live and die within your
  lifetime and that you'll likely outlive every nation and
  institution you enter.
  4
  You find yourself talking down to humanoids without
  realizing it.
  5
  Dragons can survive by eating anything, so you like
  tasting everything. Including rocks, trees, sand,
  whatever that thing is on the dungeon walls.
  6
  You let animalistic tendencies come through in
  everyday life. Circling people like prey, eating food with
  your hands, eating more food than you look like you
  need, etc.
  7
  You try to avoid acting like dragons of your species
  typically do.
  8
  You are very similar to the stereotype of a dragon of
  your species.
  d6
  Ideal
  1 Greed. You dedicate your time to expanding your horde
  above all else.
  2
  Power. You seek out the power to dominate the weak.
  (Evil) You seek the power to protect the weak. (Good)
  You seek the power to achieve your Ideals. (Neutral)
  3
  Adventure. A nearly immortal life can be dull in your
  later years, so you want to have as much fun as you can
  before then.
  4
  Pride. You seek to have a fearsome reputation.
  (Chromatic)
  5 Justice. You seek to stamp out evil, or what you view as
  evil.
  6
  Honor. You want to bring honor to dragonkind and
  reestablish the dragon empire. (Evil or Lawful Good)
  21
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  d6
  Bond
  1 You seek to build your horde to one worthy of a dragon.
  2
  You want to live up to the expectations of greatness
  placed upon you.
  3
  You want to make the humans that raised you proud.
  4
  You are on a quest to live up to the ideas of
  Bahamut/Tiamat.
  5
  You want to find a group of dragons to accept you.
  (Gold, Silver, Steel, and Blue only.)
  6 You have human family members that need something
  that you are trying to find.
  d6
  Flaw
  1
  You are incredibly greedy and hate to spend even a
  single piece of gold.
  2
  Seeing dragons of an other type (Chromatic/Metallic)
  sends you into a rage, leading you to take stupid risks.
  3
  You talk down to humans without realizing it at times.
  4
  You hate for your pride to be insulted, often leading
  you to act brashly when it is.
  5
  You are uncomfortable outside of your dragon form,
  leading you to assume your natural form in sometimes
  risky situations.
  6
  You don't like taking orders from humans.
  d8
  Quirk
  1
  You sleep on a golden chainmail blanket/ on top of a
  pile of gold.
  2
  A weak, non damaging form of your breath weapon
  flares up out of your mouth and nose when you are
  angry.
  3 Your voice sometimes drops an octave when you aren't
  thinking about it.
  4
  You randomly slip into Draconic when you are angry.
  5 You taste or bite anything that looks like food, and a lot
  that doesn't.
  6 You prefer to pay for things in silver rather than gold if
  possible.
  7
  You eat way more than a humanoid, even when not in
  your natural form.
  8
  You like your food burnt, cold, rotten, or poisoned
  depending on your breath weapon type.
  Variant Dragon in Disguise: Raised by the
  clergy
  Sometimes a dragon will leave their eggs at a monastery or
  temple to be raised there. These dragons are brought up like
  any other child left in their care. These monks or clerics are
  usually followers of Bahamut, but could be followers of
  another god. A dragon raised like this would probably have a
  holy symbol, vestments, and other tools of a acolyte in their
  starting equipment and might know an additional language
  instead of skill with a tool.
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  Practice
  Practice
  Practice
  Practice
  Practice
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  Homebrewing
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  comes from another source. Sometimes
  significantly. Other times just as a spark.
  What is important for the community is that you
  share your sources of inspiration. This back cover
  can serve as an easy to find, easy to read place for
  you to do just that.
  So go ahead, remove this chunk of copy and tell
  everyone who inspired you.
  Cover Art: Wizzards of the Coast official art
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