Base Class: Fighter
You have been afflicted by an Aberrant Dragonmark. You must select the type of Dragon that has marked you, and how it begins to change your character's physique.
Draconic affliction
You gain resistance to a damage type corresponding to the type of dragon that cursed you.
- Black and Copper- Acid (Dexterity)
- Gold, Red and Brass- Fire (Dexterity
- Blue and Bronze- Lighting (Dexterity)
- Silver and White- Cold (Constitution)
- Green- Poison (Constitution)
You may manifest this power:
Breathe Weapon. 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 saving throw (Corresponding to the type of dragon to have chosen) (DC 8 + Constitution modifier + Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
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.
Draconic Release
Also at 3rd level, you learn to harness the power of the Draconic curse that has branded you. As a bonus action, you transform into a special hybrid form for up to 1 Hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
While you are transformed, you gain the following benefits and drawbacks:
Feral Might. Your unarmed strikes now count as natural weapons. You may use Dexterity instead of Strength for these attacks, dealing 1d6 slashing damage + Ability Modifier. You also gain a bonus to all melee damage rolls, equal to your proficiency modifier. This damage of the type you gain resistance to.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action
Resilient Hide. While you are not wearing heavy armor, you have a +1 bonus to AC. You gain advantage on Intimidation checks.
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Dragon Fear: When you transform all creatures within 15 feet of you must make a Wisdom Saving Throw (DC 8+ Constitution Modifier+ Proficiency Bonus), becoming Frightened of you for 1 minute. They may repeat this saving throw at the end of their turn, or any time they take damage.
Draconic Reflexes
At 7th level, your speed increases by 10 feet, and you gain 10 ft. Blindsight
Additionally, when you are in Hybrid Form, you may Dash as a Bonus Action.
Manifest Wings
Starting at Level 10, when you are in Hybrid form, you also manifest Draconic Wings (No action required), granting the following benefits:
Flight: You gain a Flying speed equal to your Walking speed.
Shield: You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shed Skin
When your Hit Points are reduced to 0, but you are not killed outright, you may expend a charge of your Draconic Release, or end your Hybrid form early if you are already transformed.
Doing so releases the stored magic, sustaining you on the brink of death. Allowing you to drop to 1 hit point instead. This affect can only be used once per long rest.
True Dragon
You can manifest your draconic powers at will, giving you these benefits.
True Dragon. You no longer need to be in Hybrid Form to use your Feral Might, Manifest Wings or Resilient Hide features. You may ignore your Bloodlust feature, and may use your Dragon Fear feature as a bonus action once per short rest
Dragon Form. Staring at 18th Level, when you use your Draconic Release, you gain 50 Temporary Hit Points, that last for one minute. While these temporary hit points remain:
- You have advantage on attacks using simple, natural and martial weapons
- When you deal damage to a target with a weapon attack, you deal an additional 2d12 Force damage.






