Homebrew Half-Dragon Species Details

Directly descended from ancient dragons, Half-Dragons are the next most powerful draconic race and one of the only ones with the ability to become a true dragon. Created either directly by dragons or a draconic god, Half-Dragons are the children of powerful entities and as such, must be assertive and dominant. Half-Dragons are the commanders of any dragon with an army at their disposal. Half-Dragons with no loyalties typically travel the world or isolate themselves within a self-made lair. As a Half-Dragon, you are incredibly similar in nature to a true dragon. Half-Dragons tend to have a quick temper, especially if someone or something close to them is disrespected in any way. Half-Dragons have hoards similar to dragons but are much more organized and typically smaller. Each Half-Dragon hoard varies wildly depending on their preferences and is less interested in the monetary value of things, but more focused on the power it can give them and who it can be taken away from, as well as sentimental and decorative value. 

Half-Dragon Traits

Your draconic heritage allows you to manifest in a variety of abilites.

Darkvision

Accustomed to life in low-light spaces, you can have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. Depending on your upbringing, you may replace Draconic with your other half's language or gain both, at the discretion of your DM.

Speed

Your base walking and flying speed is 30 feet

Size

 Half-Dragons are taller and denser than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium and your creature type is considered both Humanoid and Dragon.

Alignment

Half-Dragons tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most Half-Dragons follow the same alignment as their parentage, but those who stray tend to become extreme thorns between the scales of their opposition.

Age

 As a Half-Dragon, you age at relatively the same rate as your non-dragon half. However, Half-Dragons typically live to around 1,000 years old. Depending on the connection to their draconic lineage, Half-Dragons have been known to live as long as 3,000 years.

Ability Score Increase

Your Strength score increases by 2 and your Charisma increases by 1. Additionally, you may increase an ability score related to your other half by 1.

Wings

As an action, You can form a pair of wings that give you a fly speed equal to your speed.

Claws

As a bonus action, you manifest claws from your fingertips. As an action, you can attack with these natural weapons dealing 1D6 Slashing damage + your Strength modifier on a hit.

Fangs

 As a bonus action, your teeth begin to elongate and sharpen. As an action, you can attack with these natural weapons dealing 1D8 Piercing damage + your Strength or Dexterity modifier on a hit.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry: Chromatic

Dragon

Damage Type

Size/Shape   

Effects

Black

Acid

5x60 ft. (Dex. save)

─

Blue

Lightning

5x60 ft. (Dex. save)

─

Brown

Piercing(Magical)

5x30 ft. (Dex. save)

You exhale a jet of pressurized sand. On a failure, the creature is Blinded until the end of your next turn.

Green

Poison

30 ft. cone (Con. save)

─

Gray

Poison

15 ft. cone (Dex. save)

On a failed save, the creature begins to turn to stone and is Restrained. The creature must make a Constitution saving throw at the end of each of its turns, ending the effect on a success. The target is Petrified after 3 more failed saves until freed by the greater restoration spell or other magic.

Orange

Thunder

5x30 ft. (Dex. save)

The total damage die for this breath goes up by 1. Additionally on a failure, the creature is Deafened for 1 minute.

Purple

Force

15 ft. cone (Con. save)

On a failure, the creature is pushed back 30 ft. Impact with a wall results in 1D8 Bludgeoning damage for every 10 ft.

Red

Fire

30 ft. cone

 

White

Cold

30 ft. cone

 

Yellow

Fire

5x30 ft. (Dex. save)

 





Draconic Ancestry: Metallic

Dragon

Damage Type

Size/Shape  

Effects

Adamantine

Thunder

5x30 ft. (Str. save)

On a failed save, the creature is Deafened and falls Prone after being pushed back 15 feet. As an Adamantine Half-Dragon, you ignore the critical negating effects of Adamantine armor when you make a critical attack against a creature wearing that item.

Brass

Fire

5x60 ft. (Dex. save)

─

Bronze

Lightning

5x60 ft. (Dex. save)

─

Cobalt

Cold

5x30 ft. (Dex. save)

On a failed save, the creature is considered Restrained and automatically fails any subsequent Dexterity saves, until they are either freed or they break out with a successful Strength check equal to your breath DC.

Copper

Acid

5x60 ft. (Dex. save)

─

Gold

Fire

30 ft. cone (Dex. save)

─

Mercury

Poison

15 ft. cone (Con. save)

Choose a damage die before you roll. On a failed save, the Creature is Poisoned for a number of rounds equal to the roll.

Mythril

Slashing

5x30 ft. (Dex. save)

─

Platinum

Radiant

15 ft. cone (See below)

As a descendant of the Platinum Dragon Bahamut, you have access to a variety of his Breath Weapons. One that does extra damage and 4 others that don’t deal any Breath Weapon damage, but apply an effect. You can only use each breath once per day and you must still finish a short rest before using another option.

   

Divine Breath:

Each creature must succeed in a Dexterity saving throw or take Radiant damage equal to the result, taking half damage on a success. Roll additional breath weapon damage die equal to half your proficiency bonus.

   

Weakening Breath:

Each creature must succeed in a Wisdom save or have disadvantage on any Strength-related ability, attack or save until the start of your next turn.

   

Paralyzing Breath:

Each creature must succeed in a Constitution save or be Paralyzed until the end of its next turn.

   

Repulsion Breath:

Each creature must succeed in a Strength save or be pushed back 30 feet in a straight line and be knocked Prone. Impact with a wall results in an additional D6 of Bludgeoning damage for every 10 feet of forced movement.

   

Slowing Breath:

Each creature must succeed in a Constitution save or you choose 2 of the following options; The creature can't take reactions, their speed is halved, they lose their bonus action, or they make 1 less attack (minimum of 1). The effect is over at the end of their next turn.

Silver

Cold

30 ft. cone (Con. save)

─

Steel

Force

15 ft. cone (Con. save)

On a failure, the creature is Deafened for 1 minute and has their speed halved until the end of their next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.



Draconic Ancestry: Gem

Dragon

Damage Type

Size/Shape  

Effects

Amethyst

Force

15 ft. cone (Str. save)

On a failure, the creature's speed becomes 0. On a success, their speed is halved. Both last until the end of their next turn.

Crystal

Radiant

15 ft. cone (Con. save)

Gain a number of temporary hit points equal to 5 times your proficiency bonus until they reach 0.

Diamond

See below

(Dex. save)

This attack deals different damage, choose one. Each of the damage types acts slightly differently, as detailed below.

 

Fire

15 ft. cone

On a failure, the creature is set on fire and takes 1D6 Fire damage at the start of their turn until the flames are put out as an action.

 

Cold

15 ft. cone

On a failure, the creature's speed is halved and can't take reactions until the end of its next turn.

 

Thunder

15 ft. cone

On a failure, the creature is Deafened and is pushed back 20 ft. You may choose to spend a number of hit die up to half your total to roll additional damage dice equal to hit die spent. You take an amount of damage equal to half the extra damage.

 

Lightning

30 ft. line

On a failure, the creature is Paralyzed until the end of their next turn.

Emerald

Psychic

15 ft. cone (Int. save)

On a failed save, the creature reduces any attack roll or ability check by 1D4 for a number of rounds equal to half your proficiency bonus.

Obsidian

Fire

15 ft. cone (Dex. save)

On a failure, the creature is covered in molten rock and takes 3D6 Fire damage at the end of each of their turns until they take an action to remove the slag.

Sapphire

Thunder

15 ft. cone (Con. save)

On a failed save, the creature becomes Incapacitated until the beginning of your next turn.

Topaz

Necrotic

15 ft. cone (Con. save)

On a failure, the creature has disadvantage on all Strength related attacks, checks, or saves and reduces all Strength-based melee damage by 1D6 until the end of your next turn.



Draconic Ancestry: Ferrous

Dragon

Damage Type

Size/Shape

Effects

Chromium

Cold/Force

5x60 ft. (Dex. save)

─

Iron

Fire/Lightning

30 ft. cone (Dex. save)

─

Manganese

Radiant/Slashing (Magical)

5x60 ft. (Dex. save)

─

Nickel

Acid/Poison

30 ft. cone (Con. save)

─

Silicon

Necrotic/Poison

5x60 ft. (Dex. save)

─

Titanium

Psychic/Piercing(Magical)

30 ft. cone (Con. save)

─

Tungsten

Force/Bludgeoning (Magical)

30 ft. cone (Dex. save)

─

Vanadium

Thunder/Lightning

5x60 ft. (Dex. save)

─

Clarification

As a Ferrous Half-Dragon, you always deal both damage types given to you. Calculate this by taking the total damage and splitting it.

 

Draconic Ancestry: Primordial

Dragon

Damage Type

Size/Shape  

Effects

Avalanche

Cold/ Bludgeoning

15 ft. cone (Dex. save)

You exhale a cone of ice chunks. On a failure, the creature is buried underneath a mountain of snow and is considered Restrained. The creature can attempt a Strength save as an action, ending the effect on a success or until they are dug out.

Blizzard

Cold

5 ft. radius (Con. save)

You exhale a blizzard centered 5 feet around you that lasts for a number of rounds equal to half your proficiency bonus. On a failure, the creature is frozen and considered Restrained until the end of its next turn.

Earthquake

Bludgeoning

5 ft. radius, 30 ft. range (Dex. save)

You open a number of holes in the ground equal to half your proficiency bonus. Any creature in the area when they are created must succeed a Dexterity save or fall in and become Restrained, taking your breath damage die as the ground tightens around them. A creature may attempt to free themselves as an action on their turn, ending the effect on a successful Strength save.

Oceanus

Lightning

15 ft. cone (Con. save)

On a failure, the creature is Paralyzed until the end of their next turn. They make this save with disadvantage if they are wearing any metal or are within any body of water and take an extra 1D6 lightning damage for each condition met.

Pyroclastic

Fire

15 ft. cone (Cha. save)

On a failure, any non-magical gear is set ablaze and one item, determined by the DM, is incinerated instantly. At the start of each of their turns, they take an additional 1D6 fire damage until they take an action to put out the flames.

Tornado

Lightning

5 ft. radius, 30 ft. range (Con. save)

You exhale a tornado with a base diameter of 5 feet within 30 feet of you that lasts for a number of rounds equal to half your proficiency bonus. Creatures that start their turn within the tornado takes 1 extra Breath Weapon die.

Typhoon

Thunder

5 ft. radius (Dex. save)

You exhale a mini typhoon centered 5 feet around you that lasts for a number of rounds equal to half your proficiency bonus. Creatures within the area attack at disadvantage.

Volcanic

Fire

15 ft. fissure (Dex. save)

You exhale lava in a line originating from you. On a failure, the creature falls in and takes an additional 2D8 Fire damage. They take 1D8 at the start of their next turn and any creatures who start their turn or moves within 5 feet takes 1D6 Fire damage.

Wildfire

Fire

5 ft. radius (Con. save)

You breathe out a thick torrent of fire that centered 5 feet around you that lasts for a number of rounds equal to half your proficiency bonus. A creature that fails the save and is within the area is set on fire and takes 1 extra Breath Weapon die.



Draconic Ancestry: Planar

Dragon

Damage Type

Size/Shape

Effects

Arboreal

Poison

15 ft. cone (Con. save)

On a failure, the creature is Entangled until they can make a successful Strength save. Additionally, that creature is Poisoned and suffers 1D8 of Poison damage at the start of their next turn.

Astral

Psychic

5x30 ft.   (Int. save)

Roll a D20. On failure, the creature is also affected by one of the following;

   

D20:

Effect:

   

1─8:

Stunned until the end of your next turn. The target may repeat the save on its next turn to end the effect.

   

9─13:

Short-term Madness (lasts 1D10 minutes).

   

14─18:

2D10 Psychic damage.

   

19─20:

Incapacitated until the end of your next turn.

Axial

Force

15 ft. cone (Str. save)

On a failure, that creature is pushed back 20 feet in a direction of your choice. On impact with anything, take extra 1D6 Bludgeoning damage for every 10 ft. of movement.

Battle

Lightning

30 ft. range (Dex. save)

A bolt of lightning arcs toward a creature in range. Three bolts then leap from that target, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

Beast

Slashing

15 ft. cone (Dex. save)

On a failure, the creature is Entangled until they can make a successful Strength save. Additionally, that creature is Poisoned and suffers 1D8 of Bludgeoning damage at the start of their next turn.

Chaos

See details

5x30 ft. (Wis. save)

Roll a D10. From 1 to 10, your breath weapon does one of the following damage types; Radiant, Fire, Lightning, Force, Psychic, Acid, Poison, Thunder, Cold or Necrotic damage.

Concordant

Radiant

5x30 ft. (Wis. save)

True Neutral creatures take no damage. Add a damage die for any creature of an alignment that isnt a variation of Neutral.

Ectoplasmic

Acid

30 ft. range, 10 ft. radius (Dex. Save)

On a failure, the creature is affected by difficult terrain as any non-magical pieces of gear slowly start to dissolve. If the creature ends their turn within the Acid, they take 2D6 Acid damage and lose an item determined by the DM.

Elysian

Psychic

5x30 ft. (Cha. save)

Choose a damage die before you roll. On a failure, the creatures height is reduced by a number of feet equal to the roll. Creatures shorter than the roll are reduced by a number of inches and so on.

Ethereal

Force

15 ft. cone (Con. save)

On a failure, the enemy is Banished from the plane you are currently on to the Ethereal plane until the end of their next turn. If you are on the Ethereal plane, the creature is instead Stunned until the end of their next turn.

Gloom

Poison

15 ft. cone (Wis. save)

Choose a damage die before you roll. On a failure, the creature ages by a number of years equal to the roll + your Constitution modifier.

Hellfire

Fire

15 ft. cone (Dex. save)

Creatures resistant to Fire damage do not benefit from it and creatures immune to Fire damage are considered resistant.

Howling

Thunder

15 ft. cone (Dex. save)

On a failure, the creature reduces their Wisdom modifier by 1 for a number of rounds equal to your proficiency bonus.



Draconic Ancestry: Planar

Dragon

Damage Type

Size/Shape  

Effects

Kodragon

Poison

15 ft. cone (Dex. save)

Due to your Kodragon descent, you are much shorter and considered a small creature. Exhaling a cone of transfiguring gas, affected creatures must succeed a Charisma save or have their size reduced by 1 category and the creature reduces any melee damage by 1D4 until the end of your next turn..

Radiant

Radiant

5x30 ft. (Con. save)

On a failure, the target is Blinded until the end of their next turn. Additionally, any Undead within the area must succeed a Wisdom save or be Turned for 1 minute or until attacked.

Rust

Acid

5x30 ft. (Dex. save)

On a failure, the creature is coated in a corrosive acid. Any non-magical armor is entirely rusted and you gain no benefit from it. Any magical armor affected has its AC reduced by 2 for a number of rounds equal to your Constitution modifier.

Shadow

Necrotic

15 ft. cone (Con. save)

On a failure, a humanoid creature dropped to 0 hit points by this damage dies. A Specter rises from its corpse and acts on its own initiative. Any undead or constructs are unaffected. The shadow is under your control until the end of a long rest or until it reaches 0 hit points and you can only control a number equal to half your proficiency bonus, any others are hostile only towards you.

Stellar

Force

15 ft. cone (Str. save)

Your jaw distends as you inhale everything within range. On a failure, the creature is pulled 5 ft. toward you and takes an additional D6 Bludgeoning damage equal to half your proficiency bonus if they are pulled directly in front of you.

Styx

Necrotic

15 ft. cone (Int. save)

On a failure, the creature is under the effects of the Confusion spell for a number of rounds equal to half your proficiency bonus.

Tartarian

Force

15 ft. cone (Wis. save)

On a failure, the creature suffers 1 Long-term Madness (lasts 1D10 x 10 hours) and is Frightened of you for 1 minute or until they take damage. Additionally they must immediately use their reaction, if available, to move up to their speed away from you.

Void

Radiant/  Fire

Stellar Breath:

As part of your breath attack action, you exhale a 15ft. cone of Star Fire. Roll additional damage die equal to half your proficiency bonus you would for the base breath weapon. One half deals Fire damage, the other deals Radiant. You cannot use this breath again until you finish a long rest.

   

Gravitic Breath:

You create a 10 ft. cube within 30 ft. of you made from intensified localized gravity within that space that lasts for a number of rounds equal to half your proficiency bonus. On a failed Strength save, the creature is Restrained and cannot move. The creature may reattempt this save at the end of each of its turns until successful or the aura fades. On a success while within the field, the space is considered difficult terrain.



Draconic Ancestry: Lung

Dragon

Damage Type

Size/Shape   

Effects

Chiang Lung (River)

Cold

─

You lack a Breath Weapon, but are granted Water Breathing, your claws and fangs are always manifested and can cast Armor of Agathys once per day, the level of which equaling your proficiency bonus.

Li Lung (Earth)

Bludgeoning

─

You lack a Breath Weapon, but are granted a Burrow speed of 15 ft. and your claws and fangs are always manifested. Additionally, at 5th level you can cast Earth Tremor once per day. This spell deals a number of damage die equal to your proficiency bonus.

Lung Wang(Sea)

Fire

15 ft. cone (Dex. save)

You do have a breath weapon that works above and below water, the range becoming a radius underwater. Additionally, you gain Water breathing, your claws and fangs are always manifested and you gain the Frostbite Cantrip.

Pan Lung (Coiled)

Fire

10 ft. radius (Con. save)

Rather than your Breath Weapon, you gain an aura of Water Fire attack that only works while touching or submerged in water. Additionally, your claws and fangs are always manifested, you gain Water Breathing and the Fire Bolt Cantrip.

Shen Lung (Spirit)

Psychic

10 ft. radius (Con. save)

Rather than your Breath Weapon, you gain an aura of Water Fire attack that only works while touching or submerged in water. Additionally, your claws and fangs are always manifested, you gain Water Breathing and the Vicious Mockery Cantrip.

T'ien Lung (Celestial)

Radiant

30 ft. cone (Dex. save)

You do have a breath weapon. Additionally, your claws and fangs are always manifested and you gain the Sacred Flame Cantrip.

Tun Mi Lung (Typhoon)

Lightning

─

You lack a Breath Weapon, but are granted Water Breathing, your claws and fangs are always manifested and you have the ability to cast Maelstrom once per day centered on yourself following the damage stipulations of the Half-Dragon Breath Weapon.

Yu Lung (Carp)

Thunder

─

You lack a Breath Weapon, but are granted Water Breathing and your claws and fangs are always manifested and deal an extra 1D6 Thunder damage. Additionally, you gain the Thunderclap Cantrip.

Clarification

Instead of wings, Lung dragons have a natural flight speed that still acts the same as developing wings for the purposes of your Dragonshift.

Additionally, the aura of Fire Water can be used whenever you're within a body of water. Roll full damage for the first turn and half as much for each turn afterward for a number of rounds equal to your proficiency bonus.

While touching water, you have a 5 ft. radius that lasts until the start of your next turn.

 

 

Draconic Ancestry: Miscellaneous

Dragon

Damage Type

Size/Shape  

Effects

Cerilian

Fire/ Lightning

30 ft. cone (Dex. save)

This breath weapon deals both damage, each one equal to half the total damage. Additionally, you can cast Stone Shape once a day.

Deep

Acid

15 ft. cone (Con. save)

You exhale a cone of flesh-corrosive gas. Creatures with dry, exposed and fleshy skin make the save at disadvantage. Cloth, metal, and wood are not affected. Leather is treated as dry skin. On a failure, the creatures skin begins to be eaten away. At the start of their next turn, the creature takes an additional 1D10 Acid damage and most skin that was previously dry and exposed is now horrifically scarred. A creature can restore their skin only by magical healing and they suffer a penalty to attacks and ability checks equal to 1d4.

Dragon Turtle

─

─

You do not gain a breath weapon. However, you gain a +1 to your Armor Class and can cast Enlarge once per day. Additionally, you gain the ability to Dragonshift into a turtle.

Elder Brain

Psychic

5x30 ft. (Con. save)

Firstly, if you take this ancestry, your other half must be Mind-Flayer or Illithid in some form. On a failure, if the creature isnt a construct or undead, it becomes infested with an Illithid tadpole. While infested, the creature takes 1D6 Psychic damage at the start of each of their turns (See clarification).

Fang

Piercing (Magical)

─

You do not have access to a breath weapon. Instead they gain an altered rage or the other two abilities mentioned below, choose one option;

 

 

Ravenous Onslaught:

When you reduce a creature to 0 hit points or score a critical hit, you can move up to half your speed and make a bite attack as a bonus action.

 

 

Perpetual Fangs:

Regardless of your Dragonshift feature, you permanently gain a bite attack. The damage for your fangs go up to a D10 and are considered magical for the purposes of overcoming resistances.

 

 

Rage:

As a bonus action you enter a state of rage and cannot cast or focus on any spells. Until the end of your next turn, you gain resistance to Bludgeoning and Slashing damage, immunity to Piercing damage and one of the following effects; you have advantage on Strength checks and saves, +2 damage for any melee attack or you have advantage on saves against spells and other magical effects.

Force

Force

15 ft. cone (Con. save)

On a failure, the creature is pushed back a number of feet equal to your proficiency bonus times 10. If they impact with a surface, they take an additional amount of D6 for every 10 ft. of movement.

Hex

Poison

5x30 ft. (Con. save)

On a failure, the creature is under the effects of the Bestow Curse spell for a number of rounds equal to your proficiency bonus and you roll a D6 to determine the ability score affected; 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom and 6 for Charisma. The Poison damage cannot be reduced by resistance.

Clarification

Elder Brain Half-Dragon Breath Weapon:

   The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds 1 more save. If the creature is targeted by magic that ends a curse or restores 20 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect.

   If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6D12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer with all its hit points. The mind flayer is willing to help you with one task and then returns to the colony, under the true elder brain or leaves you in search for a true elder brain if your colony is dead.

 

 

Draconic Ancestry: Miscellaneous

Dragon

Damage Type

Size/Shape  

Effects

Incarnum

Necrotic

15 ft. cone (Con. save)

On a failure, the creature's hit point maximum is reduced by an amount equal to half the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0 and its soul is consumed. You heal for an amount of damage the target took for it to reach 0.

Prismatic

See details

30 ft. cone (Dex. save)

Either choose one of the following damage types or choose a number of types equal to the amount of breath die you roll, dealing one damage type per die; Poison, Lightning, Fire, Cold, Acid or Thunder damage.

Rattlyr

Thunder

15 ft. cone (Con. save)

On a failed save, the creature becomes Frightened of you for 1 minute or until they succeed a Wisdom save at the end of each of their turns. Additionally, the Rattlyr has a hood capable of turning spells back at the caster. The level of which starts at 2 and increases by 1 at 9th, 13th and 17th level. You can use this ability once per long rest.

Sand

Bludgeoning

15 ft. cone (Str. save)

Choose a die before you roll. On a failure, the creature is pushed back a number of feet equal to the roll times 5 and knocked Prone as sand shaves away their skin. The creature, no matter its size, takes an extra amount of damage equal to the number rolled.

Song

Poison/ Lightning

15 ft. cone (Con. save)

On a failure, the creature is Poisoned for 1 minute and Paralyzed until the start of their next turn.

Time

Force

5x30 ft. (Con. save)

On a failure, the creature ages or regresses (your choice) by a number of years equal to the damage dealt. A creature cannot be reduced below 10 years old.

Tome

Psychic

15 ft. cone (Int. save)

You gain the ability to Dragonshift into a book or stack of papers up to 5ft high. You lose all senses except for your Blindsight and hearing.                                             Choose one creature who failed your Breath Weapon save, that creature is affected by a spell you currently know that targets one creature. This spell must be of a spell slot equal to or less than your proficiency bonus and you must expend the spell slot if available. Any effect the spell places on a creature ends at the end of their next turn and they are cast at the maximum level, Cantrips function normally. If you are a non-caster, you can choose from the following spells;

 

 

• Cantrips:

Fire Bolt, Poison Spray or Ray of Frost

 

 

• 1st level:

Charm Person

 

 

• 2nd level:

Enlarge/Reduce

 

 

• 3rd level:

Bestow Curse

 

 

• 4th level:

Polymorph

Draconic Resistance

You have resistance to the damage type associated with your Draconic Ancestry

Frightful Presence

As an action, each creature of your choice that is within 15 feet of you and aware of you must succeed on a Wisdom saving throw equal to 8 + your Constitution modifer + your proficiency bonus or become Frightened of you for 1 minute or until they take damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. You have a
number of uses equal to your
Charisma mod, minimum of 1.

Additionally, the range
increases to 30ft at 9th level,
45ft at 13th level & 60ft at
17th level.

Optional Dragon Form

As an action at the 5th level, Half-Dragons are able to access their genetic ancestry allowing them to shape-shift into a dragon. This is an optional feature. If you choose to take this ability, the next time you would level up, you gain no level and must obtain the experience it takes to go from 5th to 6th a second time. Whether you use Experience or Milestones, this stipulation can increase or decrease at the discretion of your DM. Work with your DM for any subrace without an existing stat block.

  • This form lasts for 1 minute and can be activated once a day. In addition, a Half-Dragon can channel its other race once per day and become that for a number of hours equal to half your level. You gain all benefits from your other half and lose any associated with Half-Dragon, except for your Dragon Shift and Form feature. You may shift from your other half directly into your Dragon Form as an action.
  • You cannot shift into your dragon form if you have less than half your maximum hit points and you don’t benefit from any class abilities, features, or items from your normal form, however, you may cast spells that require no material components.
  • Due to your half-breed nature, you and your form mature at a much faster rate. At level 9 you are considered a Young Dragon, at the 13th level you are now an adult, and at the 20th level, you are Ancient. By the time you are 20th level, you can shape-shift at will for however long you want.
  • Your form has different health from the stat block of your chosen dragon. You calculate the health of your Dragon Form by taking the average of your dragon stat blocks hit die and multiplying it by your level + (your dragon's Constitution modifier x your proficiency bonus).
  • Additionally, outside of your form, you gain any senses related to your given stat block, equal to half the distance.

Breath Weapon

As an action, you have access to a breath weapon of destructive energy. Your choice of dragon determines the damage type, saving throw required, size, shape, and any other effects granted as shown in the table. If an ancestry would grant you multiple damage types, you choose one at the beginning of character creation, unless your DM would allow you to split damage between the two.
    Unless stated otherwise; all breath weapons deal half damage and have no extra effect on a successful save, only creatures your size or smaller can be pushed back, any conditions end at the start of their next turn and you roll half your total Breath Weapon damage die for damaging effects/ auras that last longer than a round. A creature only takes damage from an aura when they start their turn inside or within 5 feet for the first time. Your spellcasting ability for any spells granted by your ancestry uses your Charisma.
    The DC for any effect is 8 + your proficiency bonus + Constitution modifier, doing 2d6 damage on a failed saving throw or half as much on a successful save. At the 8th, 13th, and 18th level, your total damage die increases by 1. Additionally, at the 13th level, the damage die increases to a D8.

Previous Versions

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