Draconic | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Draconic

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 ft

Draconic Ancestry

You have a dragon ancestory, granting you a special affinity. Choose one kind of dragon from the ancestry table. This determines the damage type for your other traits, as shown in the table.  
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line
Blue Lightning 5 by 30 ft. line
Brass Fire 15-foot cone
Bronze Lightning 15-foot cone
Copper Acid 15-foot cone
Gold Fire 15-foot cone
Green Poison 5 by 30 ft. line
Red Fire 5 by 30 ft. line
Silver Cold 15-foot cone
White Cold 5 by 30 ft. line
 

Breath Weapon

When you take the attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Draconic Resistance

You have resistance to the damage type associated with your ancestry.  

Genetically Enhanced

Starting at 5th level, your breath weapon gains an additional effect depending on the damage type.   Acid. If a creature fails its saving throw by 4 or more, it begins to corrode. At the end of each of its turns, the creature repeats the saving throw, taking 1d4 acid damage on a failed save and ending the effect on a successful one. If the creature fails 2 consecutive saves after the initial breath weapon, it is also blinded until it succeeds on a saving throw to end the corrosion.   Cold. If a creature fails its saving throw by 4 or more, its movement speed is reduced by 10 feet. At the end of each of its turns, the creature repeats the saving throw, losing an additional 10 feet of movement on a failed save and ending the effect on a successful one.   Fire. If a creature fails its saving throw by 4 or more, it catches fire. At the end of each of its turns, the creature repeats the saving throw, taking 1d6 fire damage on a failed save and ending the effect on a successful one.   Lightning. If a creature fails its saving throw by 4 or more, electricity begins to spark off it. At the end of each of its turns, the creature repeats the saving throw. All creatures within 5 feet of the target take 1d4 lightning damage on a failed save. The effect ends on a successful one.   Poison. If a creature fails its saving throw by 4 or more, it is poisoned. At the end of each of its turns, the creature repeats the saving throw ending the effect on a successful one.

Languages. Common and one additional language of your choice


Created by

Gamingbrew.

Statblock Type

Race

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