Homebrew Cursed Dragon Species Details
Once, you soared on mighty wings and wielded the ancient power of Dragon kind. Then came the curse.
A Cursed Dragon is a true dragon magically bound to a mortal form, its former strength sealed away. Choose a humanoid species whose appearance your cursed form resembles and a Dragon Type representing your true draconic nature. Though you may pass for a member of your chosen species, traces of the creature beneath remain: unusual draconic eyes, patches of scales, small horns, fangs, claws, or other features associated with your true form.
Cursed Dragon Traits
Cursed BodyCursed Visage
Despite being a Dragon, the Dragons appearance is not what it was. Choose another Species to take the appearance of while cursed, with also having some minor Draconic features like small scales, Draconic Eyes, or even small horns protruding out. The features are based on the Type of dragon you are; Black, Blue, Green, Red, White, Brass, Bronze, Copper, Gold, Silver, Amethyst, Diamond, Emerald, Sapphire, Topaz, Moonstone.
Dragonic Senses
You have Darkvision with a range of 60 feet. you have advantage on Perception checks relying on your choice of Hearing or Smell.
Dragon Breath
Starting at level 3, when you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage, damage type is based on the type of Dragon you are. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 6 (2d10), 15 (3d10), 18 (4d10), and 20 (6d10). At level 10, targets that take damage from this attack have to make a Wisdom Save, on a fail save one magical effect gets dispelled at random(if the magical effect is an Item, the Item loses its magic for 1d6 rounds). You have Resistance to the damage type determined by the Type of dragon you are listed below.
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. At level 20 this restriction is removed and is given a Recharge 5-6
| Dragon |
Damage Type and Resistance |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
| Moonstone | Radiant |
Predator's Body
At level 7, You can manifest the natural weapons of a dragon for a short time. As a Bonus action, you can manifest Claws or Fangs as natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This effect last's for 10 minute and can be used a number of times equal to you proficiency bonus.
At level 12, you have Blindsight with a range of 10 feet when manifesting Predator's Body.
Innate Spellcasting
At level 10 you have the ability to cast spells as you once did. The Dragon casts one of the following spells, requiring no spell components and its spellcasting ability is based on the dragon type (spell save DC 18, casting modifier + PB for on hit): All dragons get the spell Detect Magic and can be used At Will
| Dragon | spells and spellcasting Ability |
|---|---|
| Black | Charisma; 1/Day Each: Speak with Dead, Vitriolic Sphere, Fear, Melf’s Acid Arrow |
| Blue | Charisma; 1/Day Each: Scrying, Sending, Invisibility, Mage Hand, Shatter |
| Green | Charisma; 1/Day: Geas, Mind Spike (level 3 version) |
| Red | Charisma; 1/Day: Fireball, Scorching Ray, Command (level 2 version) |
| Amethyst | Intelligence; 1/day each: blink, control water, dispel magic, protection from evil and good, sending |
| Crystal | Intelligence; 1/day each: command, divination, hypnotic pattern, lesser restoration |
| Emerald | Intelligence; 1/day each: detect thoughts, dispel magic, invisibility, major image, mage hand (the hand is invisible), minor illusion |
| Sapphire | Intelligence; 1/day each: dissonant whispers, hold monster, meld into stone, telekinesis |
| Topaz | Intelligence; 1/day each: bane, control water, create or destroy water |
| Moonstone | Charisma; 1/day each: calm emotions, invisibility, revivify, faerie fire |
White Dragons refuse to use magic, instead they have honed their Breath to become increasingly more powerful. At level 10 the White Dragons Breath Attack becomes 4d10 Cold damage, level 15 6d10, level 18 8d10, and level 20 10d10. The Breath Attack can also use the action 1 additional time each day.
Draconic Wings Unbound
Level 12 allows your wings can finally emerge from your back, for a total of 30 minutes. You grow Draconic Wings that give you a fly speed of equal to your speed, while your wings are out. Your wings take 1 minute to each grow and retract.
Lesser Dragon Form
Starting at level 15, Once per day, you can transform into her True Dragon body for 1 minutes. Keeping her class features, you become Huge, gain 4d10 Temporary hit points(you lose the Temporary hit points after the transformation ends), your flight speed becomes 60 feet, your natural weapons become 2d8 Slashing Damage and are considered Magical. While in this form you become Immune to Frightened and Charm conditions, and your Blindsight increases to 60 feet.
Will of a Dragon
Level 18 gives the dragon Draconic Will (1/Day). If the dragon fails a saving throw, it can choose to succeed instead, unless the save is a natural 1.
Ancient Form
At level 20 you gain: Ancient Transformation(3/day). As an Action, you take the form of an Ancient Dragon of your type for 1 hour. Using the template of that Dragon.
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