Druid
Base Class: Druid

The majesty of dragons often commands respect by those who consider themselves lesser beings than dragons. Sometimes, this manifests itself in cult-like worship. Other times, it manifests in a desire to be more like the dragons they so admire. Kobolds are a fine example of this hero worship as a culture. Those who follow this path and are successful are called the dragontouched.

Breath of the Dragon

Those who seek the power of dragons first learn the power of the dragon's breath. It is the basis for much of the fear surrounding the dragons' power. As a member of the Circle of the Dragontouched, it is the basis of their power as well. When you choose this circle at 2nd level, you learn to use your breath to emulate that belong to the dragons you aspire to become.

Breath Weapons. You learn to use one breath of your choice, which are detailed under "Breaths" below. You can learn to use additional breaths at 6th, 10th and 14th level.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it twice before a rest, and starting at 14th level, you can use it three times before a rest.

Breath Shape. Some breaths are cone shaped while other breaths are lines. If the breath is a cone, it starts off as a 15-foot cone. At 6th level, it becomes a 30-foot cone, at 11th level, it becomes a 60-foot cone, and at 16th level, it becomes a 90-foot cone. If the breath is a line, it starts off as a 20-foot line that is 5 feet wide. At 6th level, it becomes a 40-foot line, at 11th level, it becomes a 60-foot line, and at 16th level, it becomes a 90-foot line.

Saving Throws. Your breaths require your targets to make saving throws. The saving throw DC is equal to your Druid spell save DC.

Acid Breath

You exhale acid in a line. Each creature in that area must make a Dexterity saving throw or take 3d8 acid damage on a failed save, or half as much on a successful one. At 6th level, this damage increases to 5d8. At 11th level, this damage increases to 7d8. At 16th level, this damage increases to 9d8.

Cold Breath

You exhale cold in a cone. Each creature in that area must make a Constitution saving throw or take 2d8 cold damage on a failed save, or half as much on a successful one. At 6th level, this damage increases to 4d8. At 11th level, this damage increases to 6d8. At 16th level, this damage increases to 8d8.

Fire Breath

You exhale fire in a cone. Each creature in that area must make a Dexterity saving throw or take 4d6 fire damage on a failed save, or half as much on a successful one. At 6th level, this damage increases to 6d6. At 11th level, this damage increases to 8d6. At 16th level, this damage increases to 10d6.

Lightning Breath

You exhale lightning in a line. Each creature in that area must make a Dexterity saving throw or take 2d10 lightning damage on a failed save, or half as much on a successful one. At 6th level, this damage increases to 4d10. At 11th level, this damage increases to 6d10. At 16th level, this damage increases to 8d10.

Paralyzing Breath

You exhale paralyzing gas in a cone. Each creature in that area must make a Constitution saving throw or be paralyzed until the end of your next turn. At 11th level, these effects last for 1 minute. A creature can repeat the same saving throw at the end of each of its turns, ending the effect on a success. Once a creature makes a successful save, it is immune to this ability for 24 hours.

Poison Breath

You exhale poison in a cone. Each creature in that area must make a Constitution saving throw or take 4d6 poison damage on a failed save, or half as much on a successful one. At 6th level, this damage increases to 6d6. At 11th level, this damage increases to 8d6. At 16th level, this damage increases to 10d6.

Repulsion Breath

You exhale expulsion energy in a cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet from you. At 11th level, the creature is pushed 60 feet away from you instead.

Sleep Breath

You exhale sleep gas in a cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious until the end of your next turn. At 11th level, the unconsciousness lasts for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Once a creature makes a successful save, it is immune to this ability for 24 hours.

Slowing Breath

You exhale gas in a cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use an action or a bonus action on its turn, but not both. These effects last until the end of your next turn. At 11th level, these effects last for 1 minute. A creature can repeat the same saving throw at the end of each of its turns, ending the effect on a success. Once a creature makes a successful save, it is immune to this ability for 24 hours.

Weakening Breath

You exhale gas in a cone. Each creature in that area must make a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of your next turn. At 11th level, these effects last for 1 minute. A creature can repeat the same saving throw at the end of each of its turns, ending the effect on a success. Once a creature makes a successful save, it is immune to this ability for 24 hours.

Draconic Essence

You connection with dragons has deepened. At 3rd level, as a bonus action can cast the dragon's breath spell, by spending one use of your Wild Shape ability. 

Body of the Dragon

As you grow stronger, your attunement with dragons allows you to choose more powerful forms for your Wild Shape ability. Starting at 6th level, you can expend two uses of Wild Shape at the same time to transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down. You can't use any legendary actions or lair actions of your new form. If your new form has a fly speed, you transform into a version without a fly speed.

At 8th level, you may transform into a version with a fly speed, as normal.

Presence of the Dragon

Dragons strike fear into the hearts of many. At 10th level, you gain the ability to channel the ferocity of dragons to fill your enemies with fear. When you take the Attack action, use a breath weapon or cast a spell that would deal damage, as a bonus action, you can call upon the dragon's presence. Each creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw equal to your Druid spell save DC or become frightened of you for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Wings of the Dragon

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your current speed. You create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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