Dragon Disciple
Dragon Disciple
Dragon Disciple
Proficiency
Bonus
Features
Breath Weapon
1st
+2
3d8
2nd
+2
Draconic Attunement
3d8
3rd
+2
Lineage Feature
3d8
th
+2
3d8
th
+3
Lineage Feature
3d8
th
+3
4d8
th
+3
Lineage Feature
4d8
th
+3
4d8
th
+4
Relentless Breath
4d8
10th
+4
Ferocious Willpower
4d8
11th
+4
5d8
12th
+4
5d8
13th
+5
14th
+5
Dragon Wings
5d8
15th
+5
Lineage Feature
5d8
16th
+5
6d8
17th
+6
18th
+6
Draconic Presence
6d8
19th
+6
6d8
20th
+6
6d8
4
5
6
7
8
5d8
6d8
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. Halfgreen 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 there
extraordinary features.
DRAGON DISCIPLE_________________________
As some of the most ancient, powerful, and capricious creatures
in existence, dragons occasionally enter into trysts with
unsuspecting mortals or sire offspring with exceptional
individuals. Likewise, the great power wielded by these creatures
has long intrigued wizards who have sought various magical
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
DRACONIC SCALES_____________________
As magic flows through your body, it causes physical traits of your
dragon ancestors to emerge. Your skin is covered by thick dragonlike scales hard as steel. When you arent wearing armor, your AC
equals 10 + your Dexterity modifier + your Strength modifier. You
can use a shield and still gain this benefit.
Hit points
Hit Dice: 1d 10 per Dragon Disciple level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
Constitution modifier per Dragon Disciple level after 1st
DAMAGE RESISTANCE__________________
Proficiencies
Armour: shields
Weapons: Simple weapons, longswords, rapiers, shortswords,
scimitars
Tools: None
Saving Throws: Strength, Charisma
Proficiency
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
History, Insight, Intimidation, Perception and Religion.
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 DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A creature
takes half damage on a successful save. The shape and size of the
breath weapon are given by the following table. After you use
your breath weapon, you cant use it again until you complete a
short or long rest.
Dragon
Variety
Damage
Type
Breath
Weapon
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
DRAGON ANCESTOR___________________
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Equipment
You start with the following equipment in addition to equipment
gained by your background:
(a) a shield, or (b) longsword
(a) a Scimitar or (b) a lance
(a) a Halberd or (b) a spear
(a) a dungeoneers pack or (b) an explorers pack
Draconic Ancestry
Dragon
Damage Type
Dragon
Variety
Energy Type
Resisted
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
DRACONIC ATTUNEMENT_______________
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Dragon
Ancestry
Black
Blue
You can mimic any voice or sound you have heard, anytime
you like. Listeners must succeed on Wisdom (Insight) save
(DC 8 + Proficiency + Charisma modifier) to detect the ruse.
Brass
Bronze
You can move through any type of terrain and leave neither
footprints nor scent. Tracking you is impossible by
nonmagical means.
Copper
Gold
You can eat almost anything and not become ill. In addition
you receive a +1 bonus on all saving throws.
Green
Red
FEROCIOUS WILLPOWER________________
Silver
White
Sense of the Dragon: If you are able to hear, you are aware of the
location of any hidden or invisible creature within 10 feet of you
and gain blind sense.
Speed of the Dragon: Your speed increases by 10 feet while you
arent wearing armor.
LINEAGE_____________________________
At 3rd level, you choose a lineage that you strive to emulate in
your combat styles and techniques. Choose the Drakeheart,
Dracomancer or Shadow Dragon detailed at the end of the class
description. The lineage you choose grants you features at 3rd
level and again at 5th, 7th 11th and 15th level.
prone.
RELENTLESS BREATH___________________
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DRAGONSCALE AURA__________________
At 11th dragon utterly dominates any space it occupies
merely by being there. Their noble grandeur, regal bearing,
and savage ferocity are plainly on display for all to see.
Dragons cannot simply be ignored. So, too, are the
Dragons Disciples. They have learned to harness this
quality of the dragon into an aura that can bolster or
undermine. (The aura has a range of 10ft). Projecting an
aura is a bonus action. An aura remains in effect
continually until you use a bonus action to dismiss it.
Dragon Aura
Ancestry Name
Aura
Effect
Black
Entropy
Disruption
Blue
Brass
Insight
Bronze
Alacrity
Copper
Serendipity
Gold
Red
Confidence
Silver
Liberty
White
Ferocity
Green
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.
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.
TRUE DRAGONMANIFESTATION__________
At 20th level the Dragon Disciple gains the ability to fully
manifest the power of their chosen dragon ancestry
allowing them to change into the form of a young dragon
of their chosen variety once a day. Once they assume this
form they gain the strength, dexterity and constitution
scores as well as temporary hit points of the dragons
health while retaining their other scores. Anything you are
carrying in your hands falls to the ground and anything on
your person either merges into your body or also falls to
the ground (your choice). You are still able to cast spells
and utilize the other features of your class/archetype.
Once you assume this form you remain in it for one
minute. However you may revert to your original form as a
bonus action. Should your temporary hit points drop to
zero in this form you return to your original form. After
you return to your original form you gain one level of
exhaustion. You regain use of this feature after a long rest.
Dragon Archetypes____________________
Different Dragon Disciples choose different approaches to
mastering their fighting style. The dragon archetype you
choose to emulate reflects your approach.
FIGHTING STYLE___________________________
At 3rd level you adopt a particular style of fighting as your
specialty.
Choose one of the following options. You cant take a
Fighting Style option more than once, even if you later get
to choose again.
Duelling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have
the two-handed or versatile property for you to gain this
benefit.
DRAKEHEART_________________________
Those who emulate the dragons with techniques told in
legend. Using awe-inspiring abilities, and revering dragons
as majestic lords. A Drakeheart is said to have been trained
by dragons or dragon knights, and were taken under the
aegis of a dragon, given otherworldly skills and served as
retainers and defenders. Often working in partnership,
they form bonds with smaller dragons. They can be seen
riding a tamed wyvern but doing so presents a difficult and
deadly challenge.
COMBAT TRAINING____________________
rd
Protection
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
Two -Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
EXTRA ATTACK________________________
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
DEFENSIVE TACTICS____________________
At 7th level, you gain one of the following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being frightened.
DRAGON BOND_______________________
At 11th level, you gain a Wyvern dragon companion that
accompanies you on your adventures and is trained as a
mount. The Wyvern obeys your commands as best as it
can. It takes its turn on your initiative, though it doesnt
take an action unless you command it to. On your turn,
you can verbally command the beast where to move (no
action required by you). If you mount the wyvern it moves
as you direct it, and it has only three action options: Dash,
Disengage, and Dodge. While not mounted you can use
your action to verbally command it to take the Attack,
Dash, Disengage, Dodge, or Help action.
DRAGON TRAINING____________________
Level
DRACOMANCER______________________
The Dracomancer an archetype that seeks to manipulate
the dragon blood coursing through their veins along with
benefits it brings. Dissatisfied with the powers gained they
preform alchemical and magical rituals to tamper with the
development of their powers sacrificing some of their
martial prowess for more access to the dragon blood and
its power. They are known to have usually manipulated
their dragon to receive their powers or obtain them
without direct contact with a dragon of any sort.
Draconic Magic
At 3rd level upon selecting the Dracomancer archetype the
Dragon Disciple has tampered with their blood enough to
the point where they have unlocked the power to harness
and channel their own in born magic. They can discover
Spells Known
2nd
3rd
4th
5th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
10
18th
10
19th
11
20th
11
4
3
3
3
Cantrips
At 3rd level, you know 3 cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip
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of your choice at 10 level.
Spell Slots
The Dracomancer table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast one
of these spells, you must expend a slot of the spells level
or higher. You regain all expended spell slots when you
finish a long rest.
st
Spells known of 1 level and higher
You know three 1st-level spells of your choice from the
sorcerer spell list. The Spells Known column of the
Dracomancer table shows when you learn more sorcerer
spells of your choice. Each of these spells must be of a
level for which you have spell slots. For instance, when you
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reach 5 level in this class, you can learn one new spell of
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1 or 2nd level. Additionally, when you gain a level in this
class, you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer spell
list, which also must be of a level for which you have spell
slots.
Spell casting Focus
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your Dracomancer spells.
Spell casting ability
Charisma is your spellcasting ability for your Dracomancer
spells, 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 Dracomancer spell you cast and
when making an attack roll with one.
DETONATE GEM_____________________________
DRACONOMICON_____________________
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DRAGON GEM________________________
Starting at 7th level, you can spend 8 hours creating a
dragon gem that stores draconic magic. You can only
benefit from the gem yourself. You constantly gain one
benefit of your choice as long as the stone is in your
possession.
When you create the gem, choose the benefit from the
following options:
When you cast a spell that forces other creatures to
make a saving throw, you can protect some of those
creatures from the spells full force. Choose a number of
those creatures up to your Charisma modifier (minimum of
one creature). A chosen creature automatically succeeds
on its saving throw against the spell.
You can cast a spell without any somatic or verbal
components.
may choose to mark that target for the shadow fell. If you
reduced a marked target to 0 hit points a shadow rises
from its corpse and acts immediately after the Shadow
dragon in the initiative count. The shadow dragon may
summon and has complete telepathic control over only
one shadow at a time. The shadow lasts until killed or
dismissed as a bonus action. This mark may be used a
number of times equal to your Charisma Modifier
(minimum one). You regain all expended uses when you
finish a long rest.
SHADOW STEP________________________________
At 7th level, you gain the ability to step from one shadow
into another. When you are in dim light or darkness, as a
bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in dim light or
darkness including your shadow. You then have advantage
on the first melee attack you make before the end of the
turn.
CLOAK OF SHADOWS_________________________
By 11th level, you have learned to become one with the
shadows. When you are in an area of dim light or
darkness, you can use your action to become invisible.
You remain invisible until you make an attack, cast a spell,
or are in an area of bright light.
LIVING SHADOW_____________________________
SHADOW DRAGON____________________
The Shadow dragons are Dragon Disciples that were either
trained in the Shadowfell, transformed by years spent
within its dismal confines or by some other magical means.
Some shadow dragon disciples embrace the Shadowfell for
its bleak landscapes and desolation. Others seek spread
the darkness and evil of the Plane of Shadow.
SHADOWS CALL______________________________
At 3rd level upon selecting the Shadow Dragon archetype
the Dragon Disciple may, choose three skill proficiencies
from Acrobatics, Deception, Perception, Performance,
Sleight of Hand, and Stealth, or two skill proficiency and
gain proficiency with thieves tools. You gain proficiency in
that skill if you did not have it. Your proficiency bonus is
doubled if you previously had that skill.
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.
SHADOWFELL MARK_________________________
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