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Gold Half-Dragon

Gold Half-Dragon

Draconic Resistance. Starting at 3rd level, you have resistance to fire damage. While you aren't wearing armour, you can add 1 to your AC. You can use a shield and still gain this benefit. When you reach 10th level this resistance is replaced by immunity.
 
Breath Weapon. Starting at 7th level, you can use your action to exhale destructive energy in a 15-cone. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Strength modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. You can use your Breath Weapon a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a short or long rest.
 
Movement. Starting at 10th level, you gain a 30ft swim speed. When you reach 18th level, your walking speed and swimming speed each increase by 10 ft.
 
Amphibious. Starting at 10th level, you can breathe air and water.
 
Perfect Counter. Starting at 10th level, if you are hit by an attack, you can use your reaction to cause the attack to miss, if the attack was a critical hit the attack instead becomes a normal hit.
 
Breath Weapon. Starting at 15th level, this feature replaces the 7th level feature of the same name, you can use your action to exhale destructive energy in a 15-cone. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Strength modifier + your proficiency bonus. A creature takes 4d10 fire damage on a failed save, and half as much damage on a successful one. You can use your Breath Weapon a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a short or long rest.
 
Extra Skill Proficiencies. When you reach 18th level, you gain proficiency in the Athletics skill. When you reach 24th level, you gain proficiency in the Survival skill.
 
Summon Dawn. Starting at 18th level, You can use an action to create a sphere of daylight at a point you can see within 30ft of yourself, the sphere has a radius of 5ft and it creates bright light in a 30ft radius and dim light for 30ft beyond that, any friendly creature who can see the sphere can add 1d4 to it’s attack rolls and saving throws, if the creature is in the dim light it must subtract one from the roll, if it is not within the light it must subtract two from the roll, if an enemy creature who can see the sphere must subtract 1d4 from their attacks and saves following the same rules regarding level of light. The sphere lasts for 1 minute or until you use this feature again. When you reach at 25th level, you create the sphere at a point you can see within 60ft of yourself and creates bright light in a 60ft radius and dim light for 60ft beyond that.
 
Breath Weapon. Starting at 22nd level, this feature replaces the 15th level feature of the same name, you can use your action to exhale destructive energy in a 30-cone. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Strength modifier + your proficiency bonus. A creature takes 9d10 fire damage on a failed save, and half as much damage on a successful one. You can use your Breath Weapon a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a short or long rest.
 
Sun Burst. Starting at 25th level, you can use two legendary action to cause light to burst from the sphere created by your Summon Dawn feature, this light heals any creature friendly to the you that can see the sphere by 1d4 hit points, if the creature is in the dim light the dragon must subtract one from the roll, if it is not within the light it must subtract two from the roll. The light also damages any creature hostile to you that can see the sphere, they take 1d4 radiant damage, if the creature is in the dim light the dragon must subtract one from the roll, if it is not within the light it must subtract two from the roll.
 
Breath Weapon. Starting at 29th level, this feature replaces the 22nd level feature of the same name, you can use your action to exhale destructive energy in a 60-cone. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Strength modifier + your proficiency bonus. A creature takes 11d10 fire damage on a failed save, and half as much damage on a successful one. You can use your Breath Weapon a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a short or long rest.

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