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Draconic Nature
Dragon Disciples inherit personality traits common to their
draconic heritage, so that half-gold dragons are often shy and
secretive, while half-copper dragons are impish and playful.
Half-green dragons are deceitful, while half-white dragons are
often dim-witted brutes. These traits are tempered by a
Dragon Disciples other Lineage, but greed, arrogance, and
paranoia are qualities that even good-aligned half-dragons
often possess. Before becoming a Dragons Disciple, initiates
drink of the Dragon's blood. It is this blood that gives them
their extraordinary features.
Ancient Ancestry
The most important question to consider when creating your
Dragon Disciple is your ancestry. As a starting character,
you'll choose an ancestry that ties you to a draconic
bloodline. The black, blue, green, red, and white dragons
represent the evil side of dragonkind. Aggressive, gluttonous,
and vain, chromatic dragons are dark sages and powerful
tyrants feared by all creatures. While the brass, bronze,
copper, gold and silver metallic dragons seek to preserve and
protect, viewing themselves as one powerful race among the
many races that have a place in the world. The ancestry you
choose will shape your goals and ideals. Perhaps you feel like
youve been given this power for some lofty purpose. Or you
might decide that the power gives you the right to do what
you want, to take what you want from those who lack such
power.
Dragon Disciple
Proficiency
Level Bonus Features
Equipment
Breath
Weapon
1st
+2
3d8
2nd
+2
Dragonmark
3d8
3rd
+2
3d8
4th
+2
3d8
Dragon Ancestor
5th
+3
3d8
6th
+3
4d8
7th
+3
Dragonscale Aura
4d8
8th
+3
4d8
9th
+4
4d8
10th
+4
Ferocious Willpower
4d8
11th
+4
Archetype Feature
5d8
Dragon Variety
12th
+4
5d8
Black
Acid
13th
+5
Dragon Bond
5d8
Blue
Lightning
14th
+5
Dragon Wings
5d8
Brass
Fire
15th
+5
5d8
Bronze
Lightning
16th
+5
6d8
Copper
Acid
17th
+6
Archetype Feature
6d8
Gold
Fire
18th
+6
6d8
Green
Poison
19th
+6
6d8
20th
+6
6d8
Draconic Ancestry
Damage Type Resisted
Red
Fire
Silver
Cold
White
Cold
Draconic Scales
Class Features
As a Dragon Disciple, you gain the following class features
Hit Points
Hit Dice: 1d10 per Dragon Disciple level
Hit Points at 1st Level: 10 + your Constituion modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
modifier per Dragon Disciple level after 1st
Proficiencies
Armor: Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Intimidation, Perception and Religion.
Dragon Breath
At 1st level you can use your action to exhale destructive
energy. Your draconic ancestry determines the size, shape,
and damage type of the exhalation. The shape and size of the
breath weapon are given by the following table.
When you use your breath weapon, each creature in the
area of the exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for
this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. If you already have a breath weapon
you gain an additional use of this feature. When first
acquired, the breath weapon deals 3d8 points of damage. The
damage increases based on your dragon disciple level to 4d8
at 6th level, 5d8 at 11th level, and 6d8 at 16th level. A
creature takes half damage on a successful save.
After you use this breath weapon you cannot use it again until
you complete a short or long rest.
Dragonmark Benefits
Breath Attack
Mark
Least
Lesser
Greater
Clairvoyance
Clairvoyance
Black
Acid
Finding
Blue
Lightning
Brass
Fire
Bronze
Lightning
Healing
Copper
Acid
Gold
Fire
Green
Poison
Making
Identify, mending
Red
Fire
Silver
Cold
Passage
White
Cold
Scribing
Comprehend
Sending
languages, message
Tongues
Sentinel
Blade ward,
compelled duel
Blur
Protection
from energy
Shadow
Dancing lights,
disguise self
Darkness Nondetection
Storm
Sleet storm
Warding
Alarm, resistance
Magic circle
Dragonmark
At 2nd level you gain a magical mark that is a physical
manifestations of the Draconic Prophecy. You gain the ability
to innately cast spells and cantrips, as summarized in the
Dragonmark Benefits table, using Charisma as your
spellcasting ability for each spell, since the power of your
magic relies on your ability to project your will into the world.
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 spell you
cast and when making an attack roll with one. You cast each
spell at its lowest level.
Once you cast a given spell this way, you must finish a long
rest before you can cast it innately again. You must still
expend any material components. Your dragonmark confers
the following benefits:
When you first gain this feature you gain the least
dragonmark. You learn the spells listed under the Least
column.
At 5th level and higher, your mark becomes more potent,
improving to lesser dragonmark. You also learn the spell
listed under the Lesser column.
At 9th level and higher, your marks power increases again,
becoming a greater dragonmark. You also learn the spell
listed under the Greater column.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Beast
sense
Conjure
animals
Arcane
lock
Fabricate
Dragon Archetype
At 3rd level, you choose a lineage that you strive to emulate in
your combat styles and techniques. Choose the Dovahkiin,
Dragoon or Shadow Dragon detailed at the end of the class
description. The lineage you choose grants you features at
3rd level and again at 6th, 11th and 17th level.
Counter Claw
At 3rd level your body grows more draconic, growing
powerful claws. When a creature hits you with a melee
attack, you can use your reaction to make a melee attack with
your claws against the creature. You are proficient with your
claws and the damage of the claw attack is 1d4 + Strength
modifier slashing damage.
Dragon bond
At 5th level, you gain a small pseudodragon companion that
accompanies you on your adventures. The color of your
pseudodragon matches your dragon ancestry. The
pseudodragon obeys your commands as best as it can and
acts on its own initiative count in combat. On your turn, you
can mentally command the pseudodragon if it is within 60
feet of you and you aren't incapacitated. You decide what
action the pseudodragon takes and where it moves during its
next turn, or you can issue it a general command, such as to
attack your enemies or guard a location. If the pseudodragon
dies, you can obtain another by spending 24 hours magically
bonding with another pseudodragon that isn't hostile to you.
At 9th, and 13th level your pseudodragon companion
grows in size to medium then large as your control over
dragons improves. The stat blocks for your pseuodragon are
listed at the end of the class description.
Dragonscale Aura
Dragon
Variety
Black
Blue
Brass
Bronze You and allies within your aura add your Charisma
modifier to initiative checks.
Copper You and allies within your aura add your Charisma
modifier bonus on any one roll per day. Once a
particular ally chooses to use their bonus, they
cannot use it again for 1 hour, but not for any
other ally who has not yet used the bonus.
Gold
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Dragonscale aura
At 7th level you utterly dominate any space you occupy
merely by being there. You have learned to harness the
ferocity of the dragon into an aura that has a range of 10ft.
The aura you gain based on your ancestry is listed below.
At 18th level, the range of this aura increases to 30 feet.
Projecting an aura is a bonus action. An aura remains in
effect continually until you use a bonus action to dismiss it.
Aura Effect
Green You and your allies within your aura add your
Charisma modifier bonus to all strength checks.
Red
Silver
Ferocious willpower
At 10th level the overwhelming dragon magic within you
makes you immune to sleep and paralysis.
Dragon wings
At 14th level, you grow a permanent pair of wings. You have a
flying speed equal to your current speed. You cant use your
wings while wearing armor unless the armor is made to
accommodate them, and clothing not made to accommodate
your wings might be destroyed when you spread them. To use
this speed, you cant be wearing heavy armor.
Draconic presence
Beginning at 18th level, you can channel the dread presence
of your dragon ancestor, causing those around you to become
awestruck or frightened. As an action, once a day you can
draw on this power and exude an aura of awe or fear (your
choice) to a distance of 60 feet. For 1 minute or until you lose
your concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this aura
must succeed on a Wisdom saving throw or be charmed (if
you chose awe) or frightened (if you chose fear) until the aura
ends. A creature that succeeds on this saving throw is
immune to your aura for 24 hours.
Dragon Archetypes
Different Dragon Disciples choose different approaches to
mastering their fighting style. The dragon archetype you
choose to emulate reflects your approach.
Dovahkiin
Those who emulate the dragons with techniques told in
legend. Using awe-inspiring abilities called Dragonrend and
revering dragons as majestic lords. A Dovahkiin is said to
have been trained by dragons and were taken under the aegis
of a dragon, given otherworldly skills and served as retainers
and defenders.
Dragonrend
Fo-Krah-Diin. As an action Freezing fog fills a 20-footradius sphere centered on a point the you can see within 120
feet of you. The fog spreads around corners, and its area is
heavily obscured. Each creature in the fog when it appears
must make a Constitution saving throw, taking (3d6) cold
damage on a failed save, or half as much damage on a
successful one. A creature that ends its turn in the fog takes
(3d6) cold damage. A wind of at least 20 miles per hour
disperses the fog. The fog lasts for 1 minute.
Lo-Sah-Ven. As an action magical darkness spreads from
a point you choose within 60 feet of you, filling a 20-footradius sphere for 1 minute. The darkness spreads around
corners. A creature with darkvision can't see through this
darkness, and nonmagicallight can't illuminate it. If any of the
effect's area overlaps with an area of light created by a spell
of 2nd level or lower, the spell that created the light is
dispelled.
Gol-Klo-Dur. As an action a pit of quicksand forms
beneath one creature that you can see within 120 feet. The
creature must succeed on a Dexterity saving throw or take
(3d6) bludgeoning damage and be knocked prone, blinded
and buried. The buried target is restrained and unable to
breathe or stand up. A creature can take an action to make a
Strength check, ending the buried state on a success.
Frul-Vaaz-Lun. As an action one creature you can see
within 120 feet of you must succeed on a Charisma saving
throw or be banished to a dream plane, a different plane of
existence you have imagined into being. To escape, the
creature must use its action to make a Charisma check
contested by yours. If the creature wins, it escapes the dream
plane. Otherwise, the effect ends after 1 minute. When the
effect ends, the creature reappears in the space it left or in
the nearest unoccupied space if that one is occupied.
Fus-Ro-Dah. As an action you exhale repulsion energy in a
30-foot cone. Each creature in that area must succeed on a
Strength saving throw. On a failed save, the creature is
pushed 30 feet away from you and knocked prone.
Tiid-Neh-Ul. You exhale energy in a 15-foot cone. Each
creature in that area must succeed on a Constitution saving
throw. On a failed save, the creature can't use reactions, its
speed is halved, and it can't make more than one attack on its
turn. In addition, the creature can use either an action or a
bonus action on its turn, but not both. These effects last for 1
minute.
Aberrant Dragonmarks
Siberys Dragonmark
At 11th level you gain the final and most powerful form of
your Dragonmarks. You gain the ability to cast additional
spells based upon your mark as summarized in the table
below.
Dragonmark Benefits
Mark
Siberys
Detection
Arcane Eye
Finding
Divination
Handling
Dominate Beast
Healing
Aura of Life
Hospitality
Making
Creation
Passage
Arcane Gate
Scribing
Sentinel
Globe of Invulnerability
Shadow
Scrying
Storm
Control Winds
Warding
Mark of Death
After using this feature, you cannot use it again until you
finish a short or long rest.
Tactical Jumps
Meteor jump
Lance specialty
Shadow dragon
Dragoon
Jump
Lancet
Shadowfell mark
Shadow ancestry
At 3rd level your dragon's scales lose their luster and fade to
a charcoal black hue and your eyes pale to pools of
opalescent gray. Any damage-dealing breath weapon you use
becomes necrotic damage instead of its original damage type
and the dragon resistance granted by your ancestry changes
to necrotic damage.
Shadow Stealth
At 6th level while in dim light or darkness, you can take the
Hide action as a bonus action.
Shadow step
Living shadow
Small Pseudodragon
small dragon, same alignment as player
Armor Class 13 (natural armor)
Hit Points 15 (3d8 + 2)
Speed 15ft., fly 60ft.
STR
DEX
CON
INT
WIS
CHA
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage, and the
target must succeed on a DC 13 Constitution saving
throw or become poisoned for 1 hour. If its saving
throw result is 6 or lower, the target falls unconscious
for the same duration, or until it takes damage or
another creature uses an action to wake it.
Medium Pseudodragon
Large Pseudodragon
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
Actions
Actions