Dragon Warrior Heir to an ancient, draconic bloodline, half

towns. However, the increasing dangers of the wilds have
driven many half-dragons into closer proximity to human
and elf communities. Some half-dragons have adapted
smoothly to this change, carving out a niche for
themselves in kingdoms and cities. Others have a much
harder time fitting in. Half-dragons who feel alienated
from the plains and forests they love sometimes take up
the adventuring life as a way of escaping the confines of
city walls and return to their territory.
Hit points
Hit Dice: 1d 10 per Dragon Warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
Constitution modifier per Dragon Warrior level after 1st
Proficiencies
Armour: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Charisma
Proficiency
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
History, Insight, Intimidation, Perception and Religion.
Dragon Warrior
Heir to an ancient, draconic bloodline, half-dragons have
no realms of their own. They instead live in distant
territories, or within human kingdoms and cities. They are
the offspring of princesses and the young dragons who
kidnap them. Half-dragons are fierce hunters strongly
influenced by their draconic bloodline. They think and act
like predators, conceiving of most activities in terms of
hunting and prey. Though they can’t fully change shape as
their ancestors can, half-dragons do become more
draconic during the heat of battle, calling on the power of
the dragon within. In all these cases, the result is a
creature that combines the essence of a dragon with the
form of its original race.
Draconic Nature
Half-dragons 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 half-dragon's other Lineage, but greed,
arrogance, and paranoia are qualities that even goodaligned half-dragons often possess. . Before becoming a
Dragon Warrior initiate’s drink of the Dragon's blood. It is
this blood that gives them there extraordinary features
and it is this blood that grants them the ability to learn
spells.
Ancient History
Historically, most half-dragons met and lived in nomadic
bands in plains and forests far removed from cities and
Proficiency
Bonus
Features
Level
Breath
Weapon
1st
+2
Draconic Scales, Breath Weapon,
Damage Resistance
3d8
2nd
+2
Claw Attack
3d8
3rd
+2
Lineage, Draconic Armor
3d8
th
+2
Ability Score Improvement
3d8
th
+3
Lineage Feature, Extra attack
3d8
th
+3
Ability Score Improvement, Bite
4d8
th
+3
Lineage Feature
4d8
th
+3
Ability Score Improvement
4d8
th
9
+4
10th
+4
Ferocious Willpower
4d8
11th
+4
Lineage Feature
5d8
12th
+4
Ability Score Improvement
5d8
13th
+5
Dragon Wings
5d8
14th
+5
Ability Score Improvement
5d8
15th
+5
Lineage Feature
5d8
16th
+5
Ability Score Improvement
6d8
17th
+6
18th
+6
Draconic Presence
6d8
19th
+6
Ability Score Improvement
6d8
20th
+6
True Dragon Manifestation
6d8
4
5
6
7
8
4d8
6d8
Equipment
You start with the following equipment in addition to
equipment gained by your background:
● (a) a shield, or (b) leather armor
● (a) a Halberd or (b) a lance
● (a) a Scimitar, or (b) a spear
● (a) a dungeoneer’s pack or (b) an explorer’s pack
After you use your breath weapon, you can’t use it again
until you complete a short or long rest.
Dragon
Variety
Damage
Type
Breath
Weapon
Black
Acid
5 by 30 ft. line (Dex. save)
Blue
Lightning
5 by 30 ft. line (Dex. save)
Brass
Fire
5 by 30 ft. line (Dex. save)
Dragon Ancestor
At 1st level, you choose one type of dragon as your
ancestor. The damage type associated with each dragon is
used by features you gain later.
Bronze
Lightning
5 by 30 ft. line (Dex. save)
Copper
Acid
5 by 30 ft. line (Dex. save)
Draconic Ancestry
Dragon
Damage Type
Gold
Fire
15 ft. cone (Dex. save)
Green
Poison
15 ft. cone (Con. save)
Red
Fire
15 ft. cone (Dex. save)
Silver
Cold
15 ft. cone (Con. save)
White
Cold
15 ft. cone (Con. save)
Dragon
Variety
Energy Type
Resisted
Black
Acid
Blue
Electricity
Brass
Fire
Bronze
Electricity
Copper
Acid
Gold
Fire
Green
Acid
Red
Fire
Silver
Cold
White
Cold
You can speak, read, and write Draconic. Additionally,
whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled.
Damage Resistance
You have resistance to the damage type associated with
your draconic ancestry.
Draconic Scales
As magic flows through your body, it causes physical traits
of your dragon ancestors to emerge. At 1st level your hit
point maximum increases by 1, and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your skin are covered by thick
dragon-like scales hard as steel. When you aren’t wearing
armor, your AC equals 13 + your Dexterity modifier + your
strength modifier. You can use a shield and still gain this
benefit.
Breath Weapon
At 1st level, a half-dragon gains a breath weapon similar to
that of the dragon that provided the benefits of the
template. 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.
When first acquired, the breath weapon deals 3d8 points
of damage. The damage increases to 4d8 at 6th level, 5d8
at 11th level, and 6d8 at 16th level.
Claws
At 2nd level, the Dragon Warrior gains claws. You are
proficient with your unarmed strikes, which deal 1d4
slashing damage on a hit.
Lineage
At 3rd level, you choose a lineage that you strive to
emulate in your combat styles and techniques. Choose
either the Dragoon or Dracomancer, both detailed at the
end of the class description. The lineage you choose grants
you features at 3rd level and again at 7th, 9th, 11th, and
15th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th,
14th, 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.
Bite
At 6th level, the Dragon Warrior gains an elemental melee
bite attack as a bonus action. The base damage of the
Dragon Warriors bite attack is 1d6 + Strength modifier.
The damage type is determined by the dragon’s ancestry.
Ferocious Willpower
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At 10 level the Dragon Warrior becomes immune
to sleep and paralysis and the damage type associated
with your draconic ancestry.
Dragon Wings
At 13th level, you gain the ability to control a pair of
dragon wings on your back, gaining a flying speed equal to
your current speed. You can use these wings as a bonus
action on your turn. They last until you stop using them as
a bonus action on your turn. You can’t 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
we’re 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 Dragon Manifestation
At 20th level the Dragon Warrior 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 dragon’s
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 hour.
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 true form. After you return to
your true form you gain one level of exhaustion. You
regain use of this feature at the rise of dawn.
Dragon Archetypes
Different Dragon Warriors choose different approaches to
mastering their fighting style. The dragon archetype you
choose to emulate reflects your approach.
Dragoon
Those who emulate the dragons with techniques told in
legend. Using awe-inspiring leaps, and revering dragons as
majestic lords. A Dragoon 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.
Jump Attack
rd
Starting at 3 level you may perform a jump attack.
When performing a jump attack you may leap into the air
a number of feet up to your speed, and cover a number of
feet up to your speed, if you move at least 10 feet on foot
immediately before the jump. You must have 5 feet of
height for every 5 feet of distance you cover. When you
make a standing jump attack, you can leap only half that
distance. Deal an extra 1d6 force damage to the creature
hit with a jump attack. When performing a jump attack
you safely fall a number of feet equal to your speed next
to the target.
Fighting Style
At 5th level you adopt a particular style of fighting as your
specialty.
Choose one of the following options. You can’t 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.
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.
Dragon Strike
By 7th level The Dragon Warrior has become a battle
trained veteran. They gain the ability to do a Dragon Strike.
When you hit a creature with a melee weapon attack you
may add an extra 2d8 of damage. The type of damage is
based on your ancestry. You can use this number of times
equal to 1 + your Strength modifier. The damage increases
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to 3d8 at 15 level. You regain all expended uses when
you finish a long rest.
Dragon Shout
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Starting at 11 level when a creature within 10 feet of you
hits you with an attack, you can use your reaction to
unleash an earth shaking dragon shout. All creatures
within 10 feet of you must succeed on a Dexterity saving
throw or receive 2d8 damage (type of damage based on
ancestry) and be knocked prone. In addition, you emit a
boom audible out to 300 feet.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Draconic Inspiration
At 15th level The Dragoon has mastered the dragon shout
and can unleash a roar that inspires all allies that can hear
them. This causes a number of allies that can hear you
equal to your charisma modifier to gain advantage on their
next attack roll, ability check or saving throw. In addition,
you emit a boom audible out to 300 feet.
This feature recharges on a long rest.
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 Warrior has tampered with their blood enough to
the point where they have unlocked the potential of
dragon magic. This gives them access to full spell casting
abilities and gains 4 cantrips.
Cantrips
At 3rd level, you know 4 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 spell’s level
or higher. You regain all expended spell slots when you
finish a long rest.
For example, if you know the 1st-level spell burning hands
and have a 1st-level and a 2nd-level spell slot available,
you can cast burning hands using either slot.
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
st
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 Slots per Spell Level
Spells
Known
1st
3rd
3
3
4th
3
3
5th
4
4
2
6th
4
4
2
7th
5
4
3
8th
5
4
3
9th
6
4
3
2
10th
6
4
3
2
11th
7
4
3
3
12th
7
4
3
3
13th
8
4
3
3
1
14th
8
4
3
3
1
15th
9
4
3
3
2
16th
9
4
3
3
2
17th
10
4
3
3
3
1
18th
10
4
3
3
3
1
19th
11
4
3
3
3
2
20th
11
4
3
3
3
2
Level
2nd 3rd
4th
5th
1st
2nd
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 sorcerer 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
Ancient Rituals
th
At 5 level you have learned a number of spells that you
can cast as rituals. These spells are written in a ritual book,
which you must have in hand while casting one of them.
You acquire a ritual book holding the spells comprehend
languages, detect magic, water breathing, and water walk.
Choose one of the following classes: bard, cleric, druid,
sorcerer, warlock, or wizard. If you come across a spell in
written form, such as a magical spell scroll or a wizard’s
spellbook, you might be able to add it to your ritual book.
The spell must be on the spell list for the class you chose
The class you choose also determines your spellcasting
ability for these spells: Charisma for bard, sorcerer, or
warlock; Wisdom for cleric or druid; or Intelligence for
wizard, the spell’s level can be no higher than half your
level (rounded up), and it must have the ritual tag. The
process of copying the spell into your ritual book takes 2
hours per level of the spell, and costs 50 gp per level. The
cost represents material components you expend as you
experiment with the spell to master it, as well as the fine
inks you need to record it.
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 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 spell’s 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.
• When you cast a spell and roll a 1 or 2 on a damage die
you can reroll one of the damage dies. You must use the
new rolls.
• When you cast a spell that has a duration of 1 minute or
longer, you can double its duration, to a maximum
duration of 24 hours.
After you cast a spell other than a cantrip that deals the
same type of damage as your ancestry, you can change the
effect of your gem if the gem is on your person.
If you create a new Dragon gem the previous one remains
but the effect ceases to function.
Heart of the Dragon
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Starting at 11 level whenever you cast a spell other than
a cantrip that deals the same type of damage as your
ancestry, an aura of energy surrounds you. In addition to
the spell’s effects, creatures of your choice within 10 feet
of you take damage of the same type as your ancestry
(choose each time this ability activates) equal to half your
sorcerer level.
Detonate Gem
Starting at 15th level, you can use your action to consume
the reserve of dragon magic stored within your Dragon
Gem in a single burst. When you do so, choose and cast
one of the following spells without using a spell slot:
Tsunami, Earthquake, Control Weather or Incendiary
Cloud. Your gem stone is destroyed and can’t be remade
until you finish a long rest.
Shadow Dragon
The Shadow dragon archetype consists of dragons warriors
that were either born in the Shadowfell, transformed by
years spent within its dismal confines or by some other
magical means. Some shadow dragon warriors embrace
the Shadowfell for its bleak landscapes and desolation.
Others seek spread the darkness and evil of the Plane of
Shadow.
Shadow’s Call
At 3rd level upon selecting the Shadow Dragon archetype
the Dragon Warrior 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. Your proficiency bonus
is doubled for any ability check you make that uses either
of the chosen proficiencies.
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
th
By 5 level the Shadow Dragon has learned to call the
shadows to it. Before you attack a humanoid in melee, you
may choose to mark that target for the shadow realm. 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 control 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 per 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. 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
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At 15 level while in dim light or darkness, the Shadow
Dragon has resistance to all damage that is not force,
psychic, or radiant.