You can use Dragon Breath once per short or long rest.
Dragon Damage
When your subclass grants Dragon Damage, one attack, spell, or class feature that deals damage can deal an additional:
1d6 of your dragon's damage type.
At 11th level: 1d8.
At 17th level: 2d8.
Only one Dragon Damage bonus can apply to the same attack.
BARBARIAN
🔴 PATH OF THE RED WYRM
3rd — Inferno Rage
While raging, the first melee attack that hits each turn deals 1d6 fire damage.
Gain Dragon Breath.
6th — Blazing Strike
Once per turn while raging, when you hit with a melee attack, deal an additional 1d8 fire damage.
10th — Fire Burst
When you enter a rage, creatures within 10 feet take 2d6 fire damage.
You can also use this burst once during each rage as a bonus action.
14th — Dragon's Fury
Your fire damage ignores resistance.
While raging, your first successful attack each turn deals an additional 2d8 fire damage.
18th — Red Ascension
Once per long rest, transform for 1 minute.
You gain:
flying speed 60 feet
fire immunity
+2d8 fire damage on melee attacks
Dragon Breath recharges on a 5–6
🔵 PATH OF THE BLUE WYRM
3rd — Storm Rage
First melee hit each turn deals 1d6 lightning.
Gain Dragon Breath.
6th — Lightning Strike
Once per turn, after hitting a creature, another creature within 10 feet takes 1d8 lightning damage.
10th — Storm Crash
When you enter rage, creatures within 10 feet make a Dexterity save or take 2d6 lightning damage.
14th — Living Thunder
Your lightning damage ignores resistance.
Once per turn, your first hit deals 2d8 additional lightning damage.
18th — Blue Ascension
For 1 minute:
flying speed 60 feet
lightning immunity
first hit each turn deals +3d8 lightning
Dragon Breath recharges on 5–6
🟢 PATH OF THE GREEN WYRM
3rd — Venom Rage
First melee hit each turn deals 1d6 poison.
Gain Dragon Breath.
6th — Toxic Strike
Once per turn, a successful melee hit deals another 1d8 poison damage.
10th — Venom Burst
When you enter rage, enemies within 10 feet take 2d6 poison damage.
14th — Perfect Venom
Your poison damage ignores resistance.
Once per turn, add 2d8 poison damage to a successful attack.
18th — Green Ascension
For 1 minute:
poison immunity
poison damage ignores immunity once per turn
attacks deal +3d8 poison
Dragon Breath recharges on 5–6
⚫ PATH OF THE BLACK WYRM
3rd — Corrosive Rage
First melee hit each turn deals 1d6 acid.
Gain Dragon Breath.
6th — Acid Strike
Once per turn, deal another 1d8 acid when you hit.
10th — Corrosive Burst
When you enter rage, nearby creatures take 2d6 acid damage.
14th — Black Corrosion
Acid damage ignores resistance.
First hit each turn deals +2d8 acid.
18th — Black Ascension
For 1 minute:
acid immunity
+3d8 acid on attacks
Dragon Breath recharges on 5–6
⚪ PATH OF THE WHITE WYRM
3rd — Frost Rage
First melee hit each turn deals 1d6 cold.
Gain Dragon Breath.
6th — Frozen Strike
Once per turn, a hit deals +1d8 cold.
10th — Frost Burst
When rage begins, nearby enemies take 2d6 cold.
14th — Absolute Frost
Cold ignores resistance.
First hit each turn deals +2d8 cold.
18th — White Ascension
For 1 minute:
cold immunity
+3d8 cold on attacks
Dragon Breath recharges on 5–6
BARD
🔴 COLLEGE OF THE CRIMSON CHORUS
3rd — Flame Song
Gain Dragon Breath.
When a creature uses your Bardic Inspiration on an attack, it deals +1d6 fire.
6th — Burning Inspiration
Whenever an ally uses your Bardic Inspiration to hit, a second creature within 10 feet takes 1d8 fire.
14th — Inferno Performance
Once per long rest, create a 20-foot firestorm for 1 minute.
Enemies entering it take 2d8 fire.
Ascension — Crimson Concert
For 1 minute, allies within 20 feet deal +1d8 fire once per turn.
🔵 COLLEGE OF THE STORMSONG
3rd — Thunder Song
Dragon Breath.
Bardic Inspiration adds +1d6 lightning to attacks.
6th — Lightning Chorus
When an inspired ally hits, another enemy within 15 feet takes 1d8 lightning.
14th — Storm Performance
Create a 20-foot storm.
Enemies inside take 2d8 lightning each round.
Ascension — Storm Symphony
Allies within 20 feet deal +1d8 lightning.
🟢 COLLEGE OF THE VENOM SCALE
3rd — Venom Song
Dragon Breath.
Bardic Inspiration can add +1d6 poison.
6th — Toxic Chorus
When an ally hits an enemy with your Inspiration, deal 1d8 poison.
14th — Poison Performance
Create a poison cloud for 1 minute.
Enemies entering take 2d8 poison.
Ascension — Venom Symphony
Inspired allies deal +1d8 poison once per turn.
⚫ COLLEGE OF THE BLACK DIRGE
3rd — Acidic Song
Dragon Breath.
Inspiration adds +1d6 acid.
6th — Corrosive Chorus
Inspired attacks deal another 1d8 acid.
14th — Dirge of Decay
A 20-foot aura deals 2d8 acid to enemies once per round.
Ascension — Song of Ruin
Allies deal +1d8 acid once per turn.
⚪ COLLEGE OF THE WINTER CHORUS
3rd — Frost Song
Dragon Breath.
Inspiration adds +1d6 cold.
6th — Frozen Chorus
Inspired attacks deal +1d8 cold.
14th — Endless Winter
20-foot aura deals 2d8 cold each round.
Ascension — Winter Symphony
Allies deal +1d8 cold once per turn.
CLERIC
🔴 FLAME DOMAIN
1st — Flameborn
Dragon Breath.
Fire resistance.
2nd — Channel Divinity: Inferno
15-foot radius.
4d8 fire damage, half on save.
6th — Burning Rebuke
When damaged by a creature within 30 feet, reaction:
2d8 fire damage to attacker.
8th — Divine Flame
Once per turn, add 1d8 fire damage to a spell or weapon attack.
17th — Avatar of Red
Fire immunity.
Your fire spells deal +2d8.
🔵 STORM DOMAIN
Same structure, using lightning.
2nd
4d8 lightning Channel Divinity.
6th
Reaction lightning strike for 2d8.
8th
+1d8 lightning once per turn.
17th
Lightning immunity and +2d8 lightning on spells.
🟢 VENOM DOMAIN
2nd
4d8 poison Channel Divinity.
6th
Reaction deals 2d8 poison.
8th
+1d8 poison once per turn.
17th
Poison immunity and +2d8 poison.
⚫ DECAY DOMAIN
2nd
4d8 acid Channel Divinity.
6th
Reaction deals 2d8 acid.
8th
+1d8 acid once per turn.
17th
Acid immunity and +2d8 acid.
⚪ FROST DOMAIN
2nd
4d8 cold Channel Divinity.
6th
Reaction deals 2d8 cold.
8th
+1d8 cold once per turn.
17th
Cold immunity and +2d8 cold.
DRUID
🔴 CIRCLE OF THE RED WYRM
2nd
Dragon Breath.
Wild Shape attacks deal +1d6 fire once per turn.
6th
Wild Shape attacks deal +1d8 fire.
10th
Your attacks deal +2d8 fire once per turn.
14th
Once per long rest, become a Huge red dragon-like form for 1 minute.
🔵 CIRCLE OF THE BLUE WYRM
2nd
Dragon Breath.
Wild Shape attacks deal +1d6 lightning.
6th
+1d8 lightning.
10th
+2d8 lightning once per turn.
14th
Huge storm-dragon form.
🟢 CIRCLE OF THE GREEN WYRM
2nd
Dragon Breath.
+1d6 poison.
6th
+1d8 poison.
10th
+2d8 poison once per turn.
14th
Huge green-dragon form.
⚫ CIRCLE OF THE BLACK WYRM
2nd
Dragon Breath.
+1d6 acid.
6th
+1d8 acid.
10th
+2d8 acid.
14th
Huge black-dragon form.
⚪ CIRCLE OF THE WHITE WYRM
2nd
Dragon Breath.
+1d6 cold.
6th
+1d8 cold.
10th
+2d8 cold.
14th
Huge white-dragon form.FIGHTER
🔴 CRIMSON WYRM KNIGHT
3rd Level — Crimson Weapon
You gain Dragon Breath.
Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 fire damage.
You also gain resistance to fire damage.
7th Level — Inferno Assault
When you use Action Surge, you can cause your weapon to erupt in flames until the end of your turn.
During that turn:
your weapon attacks deal an extra 1d8 fire damage
creatures you hit cannot benefit from fire resistance against this damage
the first creature you hit after using Action Surge must succeed on a Strength saving throw or be pushed 10 feet
10th Level — Burning Combatant
You become immune to fire damage.
Whenever you score a critical hit, flames explode from the target.
Creatures of your choice within 5 feet of the target take 2d6 fire damage.
15th Level — Inferno Mastery
Once on each of your turns, when you hit a creature with a weapon attack, you can deal an additional 2d8 fire damage.
If this attack is a critical hit, the additional damage becomes 4d8.
18th Level — Red Dragon Ascension
Once per long rest, you can transform for 1 minute.
While transformed:
you gain a flying speed of 60 feet
your weapon attacks deal an additional 2d8 fire damage
you gain immunity to fire
your Dragon Breath deals 6d8 fire damage
your Dragon Breath recharges on a roll of 5–6 at the start of your turn
When the transformation ends, you can use Dragon Breath again without expending its normal use.
🔵 STORMBLADE
3rd Level — Storm Weapon
You gain Dragon Breath.
Once per turn, a weapon hit deals 1d6 lightning damage.
You gain lightning resistance.
7th Level — Lightning Assault
When you use Action Surge, lightning surrounds you.
Until the end of your turn, every weapon attack you make deals +1d8 lightning damage.
Whenever you hit a creature, you can teleport 10 feet after the attack.
10th Level — Thunderous Critical
You gain immunity to lightning.
When you score a critical hit, the target and one creature within 10 feet take 2d6 lightning damage.
15th Level — Chain Lightning Strike
Once per turn when you hit a creature with a weapon attack, choose another creature within 15 feet.
Lightning jumps from the first target to the second.
The second creature takes 3d8 lightning damage.
18th Level — Blue Dragon Ascension
For 1 minute:
flying speed 60 feet
lightning immunity
weapon attacks deal +2d8 lightning
you can teleport 30 feet after every successful weapon attack
Dragon Breath recharges on 5–6
🟢 SERPENT BLADE
3rd Level — Venom Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 poison damage.
You gain poison resistance.
7th Level — Toxic Assault
When you use Action Surge, your attacks become venomous.
Once per turn, when you hit a creature, it must make a Constitution saving throw.
Failure:
Poisoned for 1 minute.
The creature repeats the save at the end of each of its turns.
10th Level — Deadly Venom
You gain poison immunity.
When you score a critical hit, the target takes 3d6 poison damage and must succeed on a Constitution save or become poisoned.
15th Level — Venomstorm
Once per long rest, you can release poison energy in a 20-foot-radius sphere centered on yourself.
Creatures of your choice make Constitution saving throws.
Failure:
6d8 poison damage and poisoned for 1 minute.
Success:
Half damage and no poisoned condition.
18th Level — Green Dragon Ascension
For 1 minute:
poison immunity
flying speed 60 feet
weapon attacks deal +2d8 poison
once per turn, a creature you hit must save or become poisoned
Dragon Breath recharges on 5–6
⚫ CORROSIVE JUGGERNAUT
3rd Level — Acid Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 acid damage.
You gain acid resistance.
7th Level — Corrosive Assault
When you use Action Surge, each weapon hit can splash acid onto another enemy within 5 feet.
The second creature takes 1d8 acid damage.
10th Level — Acidblood
You gain acid immunity.
When a creature hits you with a melee attack, it takes 1d8 acid damage.
15th Level — Armor Eater
Once per turn when you hit a creature, its Armor Class is reduced by 1 until the end of your next turn.
This effect can stack up to 3 times.
18th Level — Black Dragon Ascension
For 1 minute:
acid immunity
flying speed 60 feet
weapon attacks deal +2d8 acid
your Armor Eater can reduce AC by up to 5
Dragon Breath recharges on 5–6
⚪ FROST HUNTER
3rd Level — Frost Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 cold damage.
You gain cold resistance.
7th Level — Freezing Assault
When you use Action Surge, creatures hit by your weapon attacks lose 10 feet of speed until the end of your next turn.
10th Level — Frozen Critical
You gain cold immunity.
When you score a critical hit, the target takes 2d6 cold damage and must succeed on a Strength saving throw or become restrained until the start of your next turn.
15th Level — Avalanche Strike
Once per long rest, slam your weapon into the ground.
Creatures in a 20-foot cone make a Dexterity saving throw.
Failure:
6d8 cold damage and knocked prone.
Success:
Half damage.
18th Level — White Dragon Ascension
For 1 minute:
cold immunity
flying speed 60 feet
weapon attacks deal +2d8 cold
creatures hit by you lose 10 feet of speed
Dragon Breath recharges on 5–6
MONK
🔴 CINDER FANG
3rd
Dragon Breath.
Unarmed strikes can deal fire.
6th
Flurry of Blows adds +1d8 fire.
11th
Once per turn, unarmed strike adds +2d8 fire.
17th
Once per turn, unarmed strike adds +3d8 fire.
Ascension
Fire aura deals 2d8 to nearby enemies.
🔵 STORM CLAW
Same progression using lightning.
At 17th:
+3d8 lightning once per turn.
Ascension adds lightning bursts.
🟢 COILED FANG
Same progression using poison.
At 17th:
+3d8 poison once per turn.
Ascension creates poison explosions.
⚫ DROWNED FANG
Same progression using acid.
At 17th:
+3d8 acid once per turn.
Ascension creates acid bursts.
⚪ FROZEN FANG
Same progression using cold.
At 17th:
+3d8 cold once per turn.
Ascension creates freezing explosions.
PALADIN
🔴 OATH OF RED DOMINION
3rd
Dragon Breath.
Divine Smite can deal fire damage.
7th
Smite deals +1d8 fire.
15th
First Smite each turn deals +2d8 fire.
20th
Red Dragon Avatar.
🔵 OATH OF THE STORM
Lightning replaces fire.
7th
+1d8 lightning.
15th
First Smite +2d8 lightning.
20th
Blue Dragon Avatar.
🟢 OATH OF THE HIDDEN SCALE
Poison replaces lightning.
7th
+1d8 poison.
15th
First Smite +2d8 poison.
20th
Green Dragon Avatar.
⚫ OATH OF RUIN
Acid replaces poison.
7th
+1d8 acid.
15th
First Smite +2d8 acid.
20th
Black Dragon Avatar.
⚪ OATH OF THE FROZEN HUNT
Cold replaces acid.
7th
+1d8 cold.
15th
First Smite +2d8 cold.
20th
White Dragon Avatar.
PALADIN
All five Paladin subclasses receive Dragon Breath at 3rd level.
The damage of your Divine Smite can be changed to your dragon's damage type.
🔴 OATH OF RED DOMINION
3rd Level — Crimson Smite
Whenever you use Divine Smite, add 1d8 fire damage.
7th Level — Aura of Flame
You and friendly creatures within 10 feet gain fire resistance.
At 18th level, the range becomes 30 feet.
15th Level — Inferno Smite
Once per turn, when you use Divine Smite, deal an additional 2d8 fire damage.
20th Level — Avatar of Red
As an action, transform for 1 minute.
You gain:
flying speed 60 feet
immunity to fire
resistance to nonmagical weapon damage
+2d8 fire damage on every melee weapon attack
Dragon Breath recharges on 5–6
When you hit with a Divine Smite during the transformation, the target also takes 2d8 fire damage.
🔵 OATH OF THE STORM
3rd Level — Thunderous Smite
Divine Smite can deal lightning damage.
Whenever you use Divine Smite, add 1d8 lightning damage.
7th Level — Storm Aura
You and friendly creatures within 10 feet gain lightning resistance.
15th Level — Lightning Step
Whenever you use Divine Smite, you can teleport up to 15 feet after the attack.
20th Level — Avatar of Blue
For 1 minute:
flying speed 60 feet
immunity to lightning
+2d8 lightning on melee attacks
teleport 30 feet after hitting
Dragon Breath recharges on 5–6
🟢 OATH OF THE HIDDEN SCALE
3rd Level — Venomous Smite
Divine Smite can deal poison damage.
Whenever you use Divine Smite, add 1d8 poison damage.
7th Level — Venom Aura
You and friendly creatures within 10 feet gain poison resistance.
15th Level — Toxic Smite
Once per turn when you use Divine Smite, the target must make a Constitution saving throw.
Failure:
Poisoned for 1 minute.
20th Level — Avatar of Green
For 1 minute:
flying speed 60 feet
immunity to poison
+2d8 poison on melee attacks
once per turn, a creature hit by your Smite must save or become poisoned
Dragon Breath recharges on 5–6
⚫ OATH OF RUIN
3rd Level — Corrosive Smite
Divine Smite can deal acid damage.
Whenever you use Divine Smite, add 1d8 acid damage.
7th Level — Aura of Decay
Enemies within 10 feet of you have their healing reduced by 25%.
15th Level — Acidic Smite
Once per turn when you use Divine Smite, reduce the target's Armor Class by 1 until your next turn.
20th Level — Avatar of Black
For 1 minute:
flying speed 60 feet
immunity to acid
+2d8 acid damage on melee attacks
your attacks can reduce enemy AC by 2
Dragon Breath recharges on 5–6
⚪ OATH OF THE FROZEN HUNT
3rd Level — Frost Smite
Divine Smite can deal cold damage.
Whenever you use Divine Smite, add 1d8 cold damage.
7th Level — Winter Aura
You and friendly creatures within 10 feet gain cold resistance.
15th Level — Freezing Smite
Once per turn when you use Divine Smite, the target loses 10 feet of movement until the end of your next turn.
On a critical hit, the target is also restrained until the end of your next turn.
20th Level — Avatar of White
For 1 minute:
flying speed 60 feet
cold immunity
+2d8 cold damage on melee attacks
creatures hit by your Smite can become restrained
Dragon Breath recharges on 5–6
RANGER
🔴 RED WYRM HUNTER
3rd Level — Burning Hunter
Dragon Breath.
Once per turn, your weapon attack deals +1d6 fire.
You gain fire resistance.
7th Level — Flame Trail
When you move at least 15 feet before hitting a creature, deal another 1d8 fire damage.
11th Level — Inferno Mark
When you mark a creature with your ranger feature, the first time each turn you hit it, it takes 2d8 fire damage.
15th Level — Dragon Hunter's Fury
Once per long rest, all weapon attacks for 1 minute deal an additional 1d8 fire damage.
🔵 STORM ARCHER
3rd Level — Lightning Hunter
Dragon Breath.
Weapon attacks deal +1d6 lightning once per turn.
You gain lightning resistance.
7th Level — Storm Step
After hitting a creature, teleport 10 feet.
11th Level — Chain Shot
When you hit a marked creature, lightning jumps to another creature within 15 feet.
The second target takes 2d8 lightning damage.
15th Level — Storm Barrage
For 1 minute once per long rest, your ranged attacks deal +1d8 lightning.
🟢 VENOM STALKER
3rd Level — Venom Hunter
Dragon Breath.
Weapon attacks deal +1d6 poison.
7th Level — Toxic Trail
Once per turn when you hit a marked target, it must make a Constitution save or become poisoned until your next turn.
11th Level — Venom Burst
When you hit a poisoned creature, another creature within 10 feet takes 2d8 poison damage.
15th Level — Perfect Ambush
Once per long rest for 1 minute, your weapon attacks deal +1d8 poison and have advantage against poisoned creatures.
⚫ BLACK MARSH WARDEN
3rd Level — Acid Hunter
Dragon Breath.
Weapon attacks deal +1d6 acid.
7th Level — Corrosive Trail
Once per turn, when you hit a creature, its Armor Class is reduced by 1 until your next turn.
11th Level — Acid Volley
When you hit a creature, choose another creature within 10 feet.
It takes 2d8 acid damage.
15th Level — Black Dragon's Fury
Once per long rest, for 1 minute your weapon attacks deal +1d8 acid and ignore acid resistance.
⚪ FROST STALKER
3rd Level — Frost Hunter
Dragon Breath.
Weapon attacks deal +1d6 cold.
You gain cold resistance.
7th Level — Frozen Trail
A creature hit by you loses 10 feet of movement until your next turn.
11th Level — Avalanche Shot
Once per turn, a ranged attack can deal +2d8 cold.
15th Level — White Dragon's Fury
Once per long rest, for 1 minute your attacks deal +1d8 cold.
A creature critically hit by you becomes restrained until the end of your next turn.
ROGUE
Rogues using these subclasses should still receive their normal Sneak Attack.
🔴 ASHBLADE
3rd Level — Burning Sneak
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, you can set the target on fire.
At the start of its next turn, it takes 1d6 fire damage.
It can extinguish the flames by using an action.
9th Level — Cinder Step
When you use Cunning Action, you can teleport up to 15 feet.
If you teleport adjacent to a creature, your next weapon attack against it before the end of the turn deals +1d8 fire damage.
13th Level — Smoke Escape
When a creature misses you with an attack, you can use your reaction to create a cloud of smoke.
You become lightly obscured until the beginning of your next turn and can move up to 10 feet without provoking opportunity attacks.
17th Level — Inferno Assassination
Once per turn when you deal Sneak Attack damage, you can cause an explosion around the target.
The target takes 3d8 fire damage.
Creatures within 5 feet take 1d8 fire damage.
Ascendant — Red Assassin
For 1 minute:
flying speed 40 feet
fire immunity
Cinder Step becomes a 30-foot teleport
Sneak Attack can ignite two creatures
🔵 STORMRUNNER
3rd Level — Lightning Dash
You gain Dragon Breath.
After dealing Sneak Attack damage, you can move 10 feet without provoking opportunity attacks.
9th Level — Thunderstep
As a bonus action, teleport up to 30 feet to a space you can see.
The next creature you hit before the end of the turn takes +2d8 lightning damage.
13th Level — Storm Reflex
When you fail a Dexterity saving throw, you can use your reaction to reroll it.
You must use the new result.
You can do this once per short or long rest.
17th Level — Chain Assassin
When you reduce a creature to 0 hit points with Sneak Attack, lightning jumps from it to another creature within 20 feet.
The second creature takes 4d8 lightning damage.
Ascendant — Blue Assassin
For 1 minute:
flying speed 40 feet
lightning immunity
Thunderstep can teleport 60 feet
you can teleport 10 feet after every weapon attack
🟢 VENOMOUS INFILTRATOR
3rd Level — Toxic Blade
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, the target must make a Constitution saving throw.
Failure:
Poisoned until the end of your next turn.
9th Level — Vanishing Venom
When you poison a creature, you can become invisible until the end of your next turn.
Once you use this feature, you cannot use it again until a short or long rest.
13th Level — Assassin's Toxin
You can coat a weapon with supernatural poison as a bonus action.
The next creature you hit takes 3d8 poison damage.
The poison lasts for 1 minute or until used.
You can use this feature a number of times equal to your proficiency bonus per long rest.
17th Level — Deathmist
Once per long rest, create a 20-foot-radius poison cloud for 1 minute.
Enemies inside take 3d8 poison damage when they start their turns.
Ascendant — Green Assassin
For 1 minute:
poison immunity
invisible until you attack
attacks against poisoned creatures have advantage
Deathmist deals 4d8 instead of 3d8
⚫ ACIDIC CUTTHROAT
3rd Level — Acidic Sneak
You gain Dragon Breath.
Sneak Attack can splash acid onto a second creature within 5 feet.
The second creature takes 1d6 acid damage.
9th Level — Corrosive Dodge
When a creature misses you with a melee attack, you can use your reaction to deal 2d6 acid damage.
13th Level — Armor Melt
When you deal Sneak Attack damage to a creature, its Armor Class is reduced by 1 until the end of your next turn.
This can stack up to 3 times.
17th Level — Dissolving Strike
Once per turn when you deal Sneak Attack damage, deal an additional 4d8 acid damage.
The target's Armor Class is reduced by 2 until the end of your next turn.
Ascendant — Black Assassin
For 1 minute:
acid immunity
your Armor Melt can reduce AC by up to 5
weapon attacks deal +1d8 acid
you can move through spaces occupied by enemies
⚪ ICEKNIFE
3rd Level — Freezing Sneak
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, the target loses 10 feet of movement until your next turn.
9th Level — Frost Step
When you use Cunning Action, you can move across ice and snow without penalty.
You also gain a climbing speed equal to your walking speed.
13th Level — Frozen Execution
If you deal Sneak Attack to a creature whose speed has already been reduced by you, it takes an additional 2d8 cold damage.
If it is below half its hit points, it takes 3d8 instead.
17th Level — Absolute Zero
Once per long rest, choose a point within 60 feet.
A 20-foot-radius freezing explosion occurs.
Creatures inside make a Constitution saving throw.
Failure:
8d8 cold damage and restrained for 1 minute.
Success:
Half damage and not restrained.
A restrained creature repeats the save at the end of each turn.
Ascendant — White Assassin
For 1 minute:
cold immunity
flying speed 40 feet
your attacks against creatures below half HP have advantage
Frozen Execution deals an additional 1d8
SORCERER
🔴 RED BLOODLINE
1st
Dragon Breath.
Fire resistance.
6th
Once per turn, add Charisma modifier to fire damage.
14th
Flying speed 40 feet.
18th
Fire immunity.
Fire spells deal +2d8.
🔵 BLUE BLOODLINE
Same progression using lightning.
At 18th, lightning spells deal +2d8.
🟢 GREEN BLOODLINE
Same progression using poison.
At 18th, poison spells deal +2d8.
⚫ BLACK BLOODLINE
Same progression using acid.
At 18th, acid spells deal +2d8.
⚪ WHITE BLOODLINE
Same progression using cold.
At 18th, cold spells deal +2d8.
WARLOCK
🔴 CRIMSON PATRON
1st
Dragon Breath.
6th
Eldritch Blast can add +1d6 fire once per turn.
10th
Fire immunity.
14th
Once per long rest, create a 20-foot firestorm.
8d8 fire damage.
🔵 STORM PATRON
Lightning version.
14th-level storm:
8d8 lightning.
🟢 VENOM PATRON
Poison version.
14th-level storm:
8d8 poison.
⚫ BLACK PATRON
Acid version.
14th-level storm:
8d8 acid.
⚪ WHITE PATRON
Cold version.
14th-level storm:
8d8 cold.
WIZARD
🔴 SCHOOL OF INFERNO
2nd
Dragon Breath.
Fire spells +1d6 once per turn.
6th
Fire spells deal +1d8.
10th
Fire immunity.
14th
Fire spells deal +2d8.
Once per long rest, cast Fire Storm without expending a spell slot.
🔵 SCHOOL OF THE STORM
Use lightning.
14th-level storm spell deals 8d8 lightning.
🟢 SCHOOL OF VENOM
Use poison.
14th-level ultimate spell deals 8d8 poison.
⚫ SCHOOL OF DECAY
Use acid.
14th-level ultimate spell deals 8d8 acid.
⚪ SCHOOL OF FROST
Use cold.
14th-level ultimate spell deals 8d8 cold.
ARTIFICER
🔴 CRIMSON DRAGONSMITH
3rd
Dragon Breath.
Weapon +1d6 fire.
5th
Weapon +1d8 fire.
9th
Weapon +2d8 fire.
15th
Summon Inferno Dragon Construct.
AC 18 HP 100 Flying 40 ft.
Bite:
2d8 + 5 piercing + 1d8 fire
Fire Breath:
6d8 fire
🔵 STORM DRAGONSMITH
Same progression with lightning.
Dragon construct gains lightning breath.
🟢 VENOM DRAGONSMITH
Same progression with poison.
Dragon construct gains poison breath.
⚫ BLACK DRAGONSMITH
Same progression with acid.
Dragon construct gains acid breath.
⚪ FROST DRAGONSMITH
Same progression with cold.
Dragon construct gains cold breath.
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THE FIVE DRAGON DAMAGE SUBCLASSES
Core Dragon Rules
Every subclass below gains a dragon-themed offensive feature.
Dragon Breath
The shape depends on the dragon.
🔴 Red: 15-foot cone — fire
🔵 Blue: 30-foot line — lightning
🟢 Green: 15-foot cone — poison
⚫ Black: 30-foot line — acid
⚪ White: 15-foot cone — cold
Creatures in the area make a Dexterity saving throw against:
DC = 8 + proficiency bonus + your main class ability modifier
Damage:
3rd–4th: 2d6
5th–10th: 3d6
11th–16th: 4d6
17th–20th: 5d6
You can use Dragon Breath once per short or long rest.
Dragon Damage
When your subclass grants Dragon Damage, one attack, spell, or class feature that deals damage can deal an additional:
1d6 of your dragon's damage type.
At 11th level: 1d8.
At 17th level: 2d8.
Only one Dragon Damage bonus can apply to the same attack.
BARBARIAN
🔴 PATH OF THE RED WYRM
3rd — Inferno Rage
While raging, the first melee attack that hits each turn deals 1d6 fire damage.
Gain Dragon Breath.
6th — Blazing Strike
Once per turn while raging, when you hit with a melee attack, deal an additional 1d8 fire damage.
10th — Fire Burst
When you enter a rage, creatures within 10 feet take 2d6 fire damage.
You can also use this burst once during each rage as a bonus action.
14th — Dragon's Fury
Your fire damage ignores resistance.
While raging, your first successful attack each turn deals an additional 2d8 fire damage.
18th — Red Ascension
Once per long rest, transform for 1 minute.
You gain:
🔵 PATH OF THE BLUE WYRM
3rd — Storm Rage
First melee hit each turn deals 1d6 lightning.
Gain Dragon Breath.
6th — Lightning Strike
Once per turn, after hitting a creature, another creature within 10 feet takes 1d8 lightning damage.
10th — Storm Crash
When you enter rage, creatures within 10 feet make a Dexterity save or take 2d6 lightning damage.
14th — Living Thunder
Your lightning damage ignores resistance.
Once per turn, your first hit deals 2d8 additional lightning damage.
18th — Blue Ascension
For 1 minute:
🟢 PATH OF THE GREEN WYRM
3rd — Venom Rage
First melee hit each turn deals 1d6 poison.
Gain Dragon Breath.
6th — Toxic Strike
Once per turn, a successful melee hit deals another 1d8 poison damage.
10th — Venom Burst
When you enter rage, enemies within 10 feet take 2d6 poison damage.
14th — Perfect Venom
Your poison damage ignores resistance.
Once per turn, add 2d8 poison damage to a successful attack.
18th — Green Ascension
For 1 minute:
⚫ PATH OF THE BLACK WYRM
3rd — Corrosive Rage
First melee hit each turn deals 1d6 acid.
Gain Dragon Breath.
6th — Acid Strike
Once per turn, deal another 1d8 acid when you hit.
10th — Corrosive Burst
When you enter rage, nearby creatures take 2d6 acid damage.
14th — Black Corrosion
Acid damage ignores resistance.
First hit each turn deals +2d8 acid.
18th — Black Ascension
For 1 minute:
⚪ PATH OF THE WHITE WYRM
3rd — Frost Rage
First melee hit each turn deals 1d6 cold.
Gain Dragon Breath.
6th — Frozen Strike
Once per turn, a hit deals +1d8 cold.
10th — Frost Burst
When rage begins, nearby enemies take 2d6 cold.
14th — Absolute Frost
Cold ignores resistance.
First hit each turn deals +2d8 cold.
18th — White Ascension
For 1 minute:
BARD
🔴 COLLEGE OF THE CRIMSON CHORUS
3rd — Flame Song
Gain Dragon Breath.
When a creature uses your Bardic Inspiration on an attack, it deals +1d6 fire.
6th — Burning Inspiration
Whenever an ally uses your Bardic Inspiration to hit, a second creature within 10 feet takes 1d8 fire.
14th — Inferno Performance
Once per long rest, create a 20-foot firestorm for 1 minute.
Enemies entering it take 2d8 fire.
Ascension — Crimson Concert
For 1 minute, allies within 20 feet deal +1d8 fire once per turn.
🔵 COLLEGE OF THE STORMSONG
3rd — Thunder Song
Dragon Breath.
Bardic Inspiration adds +1d6 lightning to attacks.
6th — Lightning Chorus
When an inspired ally hits, another enemy within 15 feet takes 1d8 lightning.
14th — Storm Performance
Create a 20-foot storm.
Enemies inside take 2d8 lightning each round.
Ascension — Storm Symphony
Allies within 20 feet deal +1d8 lightning.
🟢 COLLEGE OF THE VENOM SCALE
3rd — Venom Song
Dragon Breath.
Bardic Inspiration can add +1d6 poison.
6th — Toxic Chorus
When an ally hits an enemy with your Inspiration, deal 1d8 poison.
14th — Poison Performance
Create a poison cloud for 1 minute.
Enemies entering take 2d8 poison.
Ascension — Venom Symphony
Inspired allies deal +1d8 poison once per turn.
⚫ COLLEGE OF THE BLACK DIRGE
3rd — Acidic Song
Dragon Breath.
Inspiration adds +1d6 acid.
6th — Corrosive Chorus
Inspired attacks deal another 1d8 acid.
14th — Dirge of Decay
A 20-foot aura deals 2d8 acid to enemies once per round.
Ascension — Song of Ruin
Allies deal +1d8 acid once per turn.
⚪ COLLEGE OF THE WINTER CHORUS
3rd — Frost Song
Dragon Breath.
Inspiration adds +1d6 cold.
6th — Frozen Chorus
Inspired attacks deal +1d8 cold.
14th — Endless Winter
20-foot aura deals 2d8 cold each round.
Ascension — Winter Symphony
Allies deal +1d8 cold once per turn.
CLERIC
🔴 FLAME DOMAIN
1st — Flameborn
Dragon Breath.
Fire resistance.
2nd — Channel Divinity: Inferno
15-foot radius.
4d8 fire damage, half on save.
6th — Burning Rebuke
When damaged by a creature within 30 feet, reaction:
2d8 fire damage to attacker.
8th — Divine Flame
Once per turn, add 1d8 fire damage to a spell or weapon attack.
17th — Avatar of Red
Fire immunity.
Your fire spells deal +2d8.
🔵 STORM DOMAIN
Same structure, using lightning.
2nd
4d8 lightning Channel Divinity.
6th
Reaction lightning strike for 2d8.
8th
+1d8 lightning once per turn.
17th
Lightning immunity and +2d8 lightning on spells.
🟢 VENOM DOMAIN
2nd
4d8 poison Channel Divinity.
6th
Reaction deals 2d8 poison.
8th
+1d8 poison once per turn.
17th
Poison immunity and +2d8 poison.
⚫ DECAY DOMAIN
2nd
4d8 acid Channel Divinity.
6th
Reaction deals 2d8 acid.
8th
+1d8 acid once per turn.
17th
Acid immunity and +2d8 acid.
⚪ FROST DOMAIN
2nd
4d8 cold Channel Divinity.
6th
Reaction deals 2d8 cold.
8th
+1d8 cold once per turn.
17th
Cold immunity and +2d8 cold.
DRUID
🔴 CIRCLE OF THE RED WYRM
2nd
Dragon Breath.
Wild Shape attacks deal +1d6 fire once per turn.
6th
Wild Shape attacks deal +1d8 fire.
10th
Your attacks deal +2d8 fire once per turn.
14th
Once per long rest, become a Huge red dragon-like form for 1 minute.
🔵 CIRCLE OF THE BLUE WYRM
2nd
Dragon Breath.
Wild Shape attacks deal +1d6 lightning.
6th
+1d8 lightning.
10th
+2d8 lightning once per turn.
14th
Huge storm-dragon form.
🟢 CIRCLE OF THE GREEN WYRM
2nd
Dragon Breath.
+1d6 poison.
6th
+1d8 poison.
10th
+2d8 poison once per turn.
14th
Huge green-dragon form.
⚫ CIRCLE OF THE BLACK WYRM
2nd
Dragon Breath.
+1d6 acid.
6th
+1d8 acid.
10th
+2d8 acid.
14th
Huge black-dragon form.
⚪ CIRCLE OF THE WHITE WYRM
2nd
Dragon Breath.
+1d6 cold.
6th
+1d8 cold.
10th
+2d8 cold.
14th
Huge white-dragon form.FIGHTER
🔴 CRIMSON WYRM KNIGHT
3rd Level — Crimson Weapon
You gain Dragon Breath.
Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 fire damage.
You also gain resistance to fire damage.
7th Level — Inferno Assault
When you use Action Surge, you can cause your weapon to erupt in flames until the end of your turn.
During that turn:
10th Level — Burning Combatant
You become immune to fire damage.
Whenever you score a critical hit, flames explode from the target.
Creatures of your choice within 5 feet of the target take 2d6 fire damage.
15th Level — Inferno Mastery
Once on each of your turns, when you hit a creature with a weapon attack, you can deal an additional 2d8 fire damage.
If this attack is a critical hit, the additional damage becomes 4d8.
18th Level — Red Dragon Ascension
Once per long rest, you can transform for 1 minute.
While transformed:
When the transformation ends, you can use Dragon Breath again without expending its normal use.
🔵 STORMBLADE
3rd Level — Storm Weapon
You gain Dragon Breath.
Once per turn, a weapon hit deals 1d6 lightning damage.
You gain lightning resistance.
7th Level — Lightning Assault
When you use Action Surge, lightning surrounds you.
Until the end of your turn, every weapon attack you make deals +1d8 lightning damage.
Whenever you hit a creature, you can teleport 10 feet after the attack.
10th Level — Thunderous Critical
You gain immunity to lightning.
When you score a critical hit, the target and one creature within 10 feet take 2d6 lightning damage.
15th Level — Chain Lightning Strike
Once per turn when you hit a creature with a weapon attack, choose another creature within 15 feet.
Lightning jumps from the first target to the second.
The second creature takes 3d8 lightning damage.
18th Level — Blue Dragon Ascension
For 1 minute:
🟢 SERPENT BLADE
3rd Level — Venom Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 poison damage.
You gain poison resistance.
7th Level — Toxic Assault
When you use Action Surge, your attacks become venomous.
Once per turn, when you hit a creature, it must make a Constitution saving throw.
Failure:
Poisoned for 1 minute.
The creature repeats the save at the end of each of its turns.
10th Level — Deadly Venom
You gain poison immunity.
When you score a critical hit, the target takes 3d6 poison damage and must succeed on a Constitution save or become poisoned.
15th Level — Venomstorm
Once per long rest, you can release poison energy in a 20-foot-radius sphere centered on yourself.
Creatures of your choice make Constitution saving throws.
Failure:
6d8 poison damage and poisoned for 1 minute.
Success:
Half damage and no poisoned condition.
18th Level — Green Dragon Ascension
For 1 minute:
⚫ CORROSIVE JUGGERNAUT
3rd Level — Acid Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 acid damage.
You gain acid resistance.
7th Level — Corrosive Assault
When you use Action Surge, each weapon hit can splash acid onto another enemy within 5 feet.
The second creature takes 1d8 acid damage.
10th Level — Acidblood
You gain acid immunity.
When a creature hits you with a melee attack, it takes 1d8 acid damage.
15th Level — Armor Eater
Once per turn when you hit a creature, its Armor Class is reduced by 1 until the end of your next turn.
This effect can stack up to 3 times.
18th Level — Black Dragon Ascension
For 1 minute:
⚪ FROST HUNTER
3rd Level — Frost Weapon
You gain Dragon Breath.
Once per turn, your weapon deals 1d6 cold damage.
You gain cold resistance.
7th Level — Freezing Assault
When you use Action Surge, creatures hit by your weapon attacks lose 10 feet of speed until the end of your next turn.
10th Level — Frozen Critical
You gain cold immunity.
When you score a critical hit, the target takes 2d6 cold damage and must succeed on a Strength saving throw or become restrained until the start of your next turn.
15th Level — Avalanche Strike
Once per long rest, slam your weapon into the ground.
Creatures in a 20-foot cone make a Dexterity saving throw.
Failure:
6d8 cold damage and knocked prone.
Success:
Half damage.
18th Level — White Dragon Ascension
For 1 minute:
MONK
🔴 CINDER FANG
3rd
Dragon Breath.
Unarmed strikes can deal fire.
6th
Flurry of Blows adds +1d8 fire.
11th
Once per turn, unarmed strike adds +2d8 fire.
17th
Once per turn, unarmed strike adds +3d8 fire.
Ascension
Fire aura deals 2d8 to nearby enemies.
🔵 STORM CLAW
Same progression using lightning.
At 17th:
+3d8 lightning once per turn.
Ascension adds lightning bursts.
🟢 COILED FANG
Same progression using poison.
At 17th:
+3d8 poison once per turn.
Ascension creates poison explosions.
⚫ DROWNED FANG
Same progression using acid.
At 17th:
+3d8 acid once per turn.
Ascension creates acid bursts.
⚪ FROZEN FANG
Same progression using cold.
At 17th:
+3d8 cold once per turn.
Ascension creates freezing explosions.
PALADIN
🔴 OATH OF RED DOMINION
3rd
Dragon Breath.
Divine Smite can deal fire damage.
7th
Smite deals +1d8 fire.
15th
First Smite each turn deals +2d8 fire.
20th
Red Dragon Avatar.
🔵 OATH OF THE STORM
Lightning replaces fire.
7th
+1d8 lightning.
15th
First Smite +2d8 lightning.
20th
Blue Dragon Avatar.
🟢 OATH OF THE HIDDEN SCALE
Poison replaces lightning.
7th
+1d8 poison.
15th
First Smite +2d8 poison.
20th
Green Dragon Avatar.
⚫ OATH OF RUIN
Acid replaces poison.
7th
+1d8 acid.
15th
First Smite +2d8 acid.
20th
Black Dragon Avatar.
⚪ OATH OF THE FROZEN HUNT
Cold replaces acid.
7th
+1d8 cold.
15th
First Smite +2d8 cold.
20th
White Dragon Avatar.
PALADIN
All five Paladin subclasses receive Dragon Breath at 3rd level.
The damage of your Divine Smite can be changed to your dragon's damage type.
🔴 OATH OF RED DOMINION
3rd Level — Crimson Smite
Whenever you use Divine Smite, add 1d8 fire damage.
7th Level — Aura of Flame
You and friendly creatures within 10 feet gain fire resistance.
At 18th level, the range becomes 30 feet.
15th Level — Inferno Smite
Once per turn, when you use Divine Smite, deal an additional 2d8 fire damage.
20th Level — Avatar of Red
As an action, transform for 1 minute.
You gain:
When you hit with a Divine Smite during the transformation, the target also takes 2d8 fire damage.
🔵 OATH OF THE STORM
3rd Level — Thunderous Smite
Divine Smite can deal lightning damage.
Whenever you use Divine Smite, add 1d8 lightning damage.
7th Level — Storm Aura
You and friendly creatures within 10 feet gain lightning resistance.
15th Level — Lightning Step
Whenever you use Divine Smite, you can teleport up to 15 feet after the attack.
20th Level — Avatar of Blue
For 1 minute:
🟢 OATH OF THE HIDDEN SCALE
3rd Level — Venomous Smite
Divine Smite can deal poison damage.
Whenever you use Divine Smite, add 1d8 poison damage.
7th Level — Venom Aura
You and friendly creatures within 10 feet gain poison resistance.
15th Level — Toxic Smite
Once per turn when you use Divine Smite, the target must make a Constitution saving throw.
Failure:
Poisoned for 1 minute.
20th Level — Avatar of Green
For 1 minute:
⚫ OATH OF RUIN
3rd Level — Corrosive Smite
Divine Smite can deal acid damage.
Whenever you use Divine Smite, add 1d8 acid damage.
7th Level — Aura of Decay
Enemies within 10 feet of you have their healing reduced by 25%.
15th Level — Acidic Smite
Once per turn when you use Divine Smite, reduce the target's Armor Class by 1 until your next turn.
20th Level — Avatar of Black
For 1 minute:
⚪ OATH OF THE FROZEN HUNT
3rd Level — Frost Smite
Divine Smite can deal cold damage.
Whenever you use Divine Smite, add 1d8 cold damage.
7th Level — Winter Aura
You and friendly creatures within 10 feet gain cold resistance.
15th Level — Freezing Smite
Once per turn when you use Divine Smite, the target loses 10 feet of movement until the end of your next turn.
On a critical hit, the target is also restrained until the end of your next turn.
20th Level — Avatar of White
For 1 minute:
RANGER
🔴 RED WYRM HUNTER
3rd Level — Burning Hunter
Dragon Breath.
Once per turn, your weapon attack deals +1d6 fire.
You gain fire resistance.
7th Level — Flame Trail
When you move at least 15 feet before hitting a creature, deal another 1d8 fire damage.
11th Level — Inferno Mark
When you mark a creature with your ranger feature, the first time each turn you hit it, it takes 2d8 fire damage.
15th Level — Dragon Hunter's Fury
Once per long rest, all weapon attacks for 1 minute deal an additional 1d8 fire damage.
🔵 STORM ARCHER
3rd Level — Lightning Hunter
Dragon Breath.
Weapon attacks deal +1d6 lightning once per turn.
You gain lightning resistance.
7th Level — Storm Step
After hitting a creature, teleport 10 feet.
11th Level — Chain Shot
When you hit a marked creature, lightning jumps to another creature within 15 feet.
The second target takes 2d8 lightning damage.
15th Level — Storm Barrage
For 1 minute once per long rest, your ranged attacks deal +1d8 lightning.
🟢 VENOM STALKER
3rd Level — Venom Hunter
Dragon Breath.
Weapon attacks deal +1d6 poison.
7th Level — Toxic Trail
Once per turn when you hit a marked target, it must make a Constitution save or become poisoned until your next turn.
11th Level — Venom Burst
When you hit a poisoned creature, another creature within 10 feet takes 2d8 poison damage.
15th Level — Perfect Ambush
Once per long rest for 1 minute, your weapon attacks deal +1d8 poison and have advantage against poisoned creatures.
⚫ BLACK MARSH WARDEN
3rd Level — Acid Hunter
Dragon Breath.
Weapon attacks deal +1d6 acid.
7th Level — Corrosive Trail
Once per turn, when you hit a creature, its Armor Class is reduced by 1 until your next turn.
11th Level — Acid Volley
When you hit a creature, choose another creature within 10 feet.
It takes 2d8 acid damage.
15th Level — Black Dragon's Fury
Once per long rest, for 1 minute your weapon attacks deal +1d8 acid and ignore acid resistance.
⚪ FROST STALKER
3rd Level — Frost Hunter
Dragon Breath.
Weapon attacks deal +1d6 cold.
You gain cold resistance.
7th Level — Frozen Trail
A creature hit by you loses 10 feet of movement until your next turn.
11th Level — Avalanche Shot
Once per turn, a ranged attack can deal +2d8 cold.
15th Level — White Dragon's Fury
Once per long rest, for 1 minute your attacks deal +1d8 cold.
A creature critically hit by you becomes restrained until the end of your next turn.
ROGUE
Rogues using these subclasses should still receive their normal Sneak Attack.
🔴 ASHBLADE
3rd Level — Burning Sneak
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, you can set the target on fire.
At the start of its next turn, it takes 1d6 fire damage.
It can extinguish the flames by using an action.
9th Level — Cinder Step
When you use Cunning Action, you can teleport up to 15 feet.
If you teleport adjacent to a creature, your next weapon attack against it before the end of the turn deals +1d8 fire damage.
13th Level — Smoke Escape
When a creature misses you with an attack, you can use your reaction to create a cloud of smoke.
You become lightly obscured until the beginning of your next turn and can move up to 10 feet without provoking opportunity attacks.
17th Level — Inferno Assassination
Once per turn when you deal Sneak Attack damage, you can cause an explosion around the target.
The target takes 3d8 fire damage.
Creatures within 5 feet take 1d8 fire damage.
Ascendant — Red Assassin
For 1 minute:
🔵 STORMRUNNER
3rd Level — Lightning Dash
You gain Dragon Breath.
After dealing Sneak Attack damage, you can move 10 feet without provoking opportunity attacks.
9th Level — Thunderstep
As a bonus action, teleport up to 30 feet to a space you can see.
The next creature you hit before the end of the turn takes +2d8 lightning damage.
13th Level — Storm Reflex
When you fail a Dexterity saving throw, you can use your reaction to reroll it.
You must use the new result.
You can do this once per short or long rest.
17th Level — Chain Assassin
When you reduce a creature to 0 hit points with Sneak Attack, lightning jumps from it to another creature within 20 feet.
The second creature takes 4d8 lightning damage.
Ascendant — Blue Assassin
For 1 minute:
🟢 VENOMOUS INFILTRATOR
3rd Level — Toxic Blade
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, the target must make a Constitution saving throw.
Failure:
Poisoned until the end of your next turn.
9th Level — Vanishing Venom
When you poison a creature, you can become invisible until the end of your next turn.
Once you use this feature, you cannot use it again until a short or long rest.
13th Level — Assassin's Toxin
You can coat a weapon with supernatural poison as a bonus action.
The next creature you hit takes 3d8 poison damage.
The poison lasts for 1 minute or until used.
You can use this feature a number of times equal to your proficiency bonus per long rest.
17th Level — Deathmist
Once per long rest, create a 20-foot-radius poison cloud for 1 minute.
Enemies inside take 3d8 poison damage when they start their turns.
Ascendant — Green Assassin
For 1 minute:
⚫ ACIDIC CUTTHROAT
3rd Level — Acidic Sneak
You gain Dragon Breath.
Sneak Attack can splash acid onto a second creature within 5 feet.
The second creature takes 1d6 acid damage.
9th Level — Corrosive Dodge
When a creature misses you with a melee attack, you can use your reaction to deal 2d6 acid damage.
13th Level — Armor Melt
When you deal Sneak Attack damage to a creature, its Armor Class is reduced by 1 until the end of your next turn.
This can stack up to 3 times.
17th Level — Dissolving Strike
Once per turn when you deal Sneak Attack damage, deal an additional 4d8 acid damage.
The target's Armor Class is reduced by 2 until the end of your next turn.
Ascendant — Black Assassin
For 1 minute:
⚪ ICEKNIFE
3rd Level — Freezing Sneak
You gain Dragon Breath.
Once per turn when you deal Sneak Attack damage, the target loses 10 feet of movement until your next turn.
9th Level — Frost Step
When you use Cunning Action, you can move across ice and snow without penalty.
You also gain a climbing speed equal to your walking speed.
13th Level — Frozen Execution
If you deal Sneak Attack to a creature whose speed has already been reduced by you, it takes an additional 2d8 cold damage.
If it is below half its hit points, it takes 3d8 instead.
17th Level — Absolute Zero
Once per long rest, choose a point within 60 feet.
A 20-foot-radius freezing explosion occurs.
Creatures inside make a Constitution saving throw.
Failure:
8d8 cold damage and restrained for 1 minute.
Success:
Half damage and not restrained.
A restrained creature repeats the save at the end of each turn.
Ascendant — White Assassin
For 1 minute:
SORCERER
🔴 RED BLOODLINE
1st
Dragon Breath.
Fire resistance.
6th
Once per turn, add Charisma modifier to fire damage.
14th
Flying speed 40 feet.
18th
Fire immunity.
Fire spells deal +2d8.
🔵 BLUE BLOODLINE
Same progression using lightning.
At 18th, lightning spells deal +2d8.
🟢 GREEN BLOODLINE
Same progression using poison.
At 18th, poison spells deal +2d8.
⚫ BLACK BLOODLINE
Same progression using acid.
At 18th, acid spells deal +2d8.
⚪ WHITE BLOODLINE
Same progression using cold.
At 18th, cold spells deal +2d8.
WARLOCK
🔴 CRIMSON PATRON
1st
Dragon Breath.
6th
Eldritch Blast can add +1d6 fire once per turn.
10th
Fire immunity.
14th
Once per long rest, create a 20-foot firestorm.
8d8 fire damage.
🔵 STORM PATRON
Lightning version.
14th-level storm:
8d8 lightning.
🟢 VENOM PATRON
Poison version.
14th-level storm:
8d8 poison.
⚫ BLACK PATRON
Acid version.
14th-level storm:
8d8 acid.
⚪ WHITE PATRON
Cold version.
14th-level storm:
8d8 cold.
WIZARD
🔴 SCHOOL OF INFERNO
2nd
Dragon Breath.
Fire spells +1d6 once per turn.
6th
Fire spells deal +1d8.
10th
Fire immunity.
14th
Fire spells deal +2d8.
Once per long rest, cast Fire Storm without expending a spell slot.
🔵 SCHOOL OF THE STORM
Use lightning.
14th-level storm spell deals 8d8 lightning.
🟢 SCHOOL OF VENOM
Use poison.
14th-level ultimate spell deals 8d8 poison.
⚫ SCHOOL OF DECAY
Use acid.
14th-level ultimate spell deals 8d8 acid.
⚪ SCHOOL OF FROST
Use cold.
14th-level ultimate spell deals 8d8 cold.
ARTIFICER
🔴 CRIMSON DRAGONSMITH
3rd
Dragon Breath.
Weapon +1d6 fire.
5th
Weapon +1d8 fire.
9th
Weapon +2d8 fire.
15th
Summon Inferno Dragon Construct.
AC 18
HP 100
Flying 40 ft.
Bite:
2d8 + 5 piercing + 1d8 fire
Fire Breath:
6d8 fire
🔵 STORM DRAGONSMITH
Same progression with lightning.
Dragon construct gains lightning breath.
🟢 VENOM DRAGONSMITH
Same progression with poison.
Dragon construct gains poison breath.
⚫ BLACK DRAGONSMITH
Same progression with acid.
Dragon construct gains acid breath.
⚪ FROST DRAGONSMITH
Same progression with cold.
Dragon construct gains cold breath.