Supernatural Gift: Dragon-Blooded
You are the child of a dragon and a mortal, or were transfigured into a half-dragon through rituals, boons, or exposure to the majesty of the mighty dragons. You gain the following traits:
- Draconic Ancestry. You have draconic ancestry. Choose one type of damage from the Draconic Ancestry table. Your breath weapon and shape as well as your damage resistance are determined by dragons of that type, as shown in the table. Your ancestry does not necessarily determine your appearance.
| Damage Type | Save Type | Breath Weapon |
|---|---|---|
| Acid | Dex | 5 ft. by 30 ft. line |
| Cold | Con | 15 ft. cone |
| Fire | Dex | 15 ft. cone |
| Force | Str | 15 ft. cone |
| Lightning | Dex | 5 ft. by 30 ft. line |
| Necrotic | Con | 15 ft. cone |
| Poison | Con | 15 ft. cone |
| Psychic | Wis | 15 ft. cone |
| Radiant | Dex | 5 ft. by 30 ft. line |
| Thunder | Con | 15 ft. cone |
- Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a shape determined by your Draconic Ancestry. Each creature in that area must make a saving throw
(DC = 8 + your Constitution modifier + your proficiency bonus)of a type determined by your Draconic Ancestry. On a failed save, the creature takes 1d10 damage of the type associated with your Draconic 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 this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. - Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry. If you choose poison, you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself.
- Dragonheart. Your creature type is dragon, rather than humanoid.
If you already have a Breath Weapon or Draconic Resistance trait (such as from the Dragonborn ancestry), work with your DM to find proper replacements. Common alternatives are options from the Draconic Legacy trait, the Half Dragon feat, or the Wyrm-Blessed Supernatural Gift.
Additionally, choose one of the following secondary traits:
- Amphibious. You can breathe air and water, and you have a swim speed equal to your walking speed.
- Claws. Your claws are natural weapons with the Finesse property, which you can use to make unarmed strikes that deal slashing damage equal to
1d6 + your Strength or Dexterity modifier. - Desert Predator. You gain a burrow speed equal to half your walking speed. You have Advantage on Saving Throws against effects from wind or sand.
- Draconic Hide. When you aren't wearing armor, your base AC is
13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. - Draconic Senses. You gain proficiency in the Perception skill. If you are already proficient in this skill, you gain Expertise instead.
- Ice Walk. You gain a burrow speed equal to half your walking speed. You can move around on icy surfaces without making ability checks. Difficult terrain composed of ice or snow doesn't cost you extra movement.
- Rock Climber. You have a climb speed equal to your walking speed.
Lastly, choose one of the following detriments:
- Covetous. When you spend gold or consume an item that costs at one time equal to 25 x your level, you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Cruel. ???
- Tempestuous. ???
- Territorial. The first time each combat that you end your turn within 30 feet of a hostile creature that you did not take attack, damage, or force to make a saving throw, you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Self-Righteous. When you fail a Wisdom ability check, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion. If you go a long time (no less than 3 days) without making a Wisdom ability check or sharing your boundless wisdom with another creature (regardless of whether or not they asked for your advice), the DM may enforce this when they fail any ability check.
- Vain. ???
Dragon-Blooded Feats
- Half Dragon (Requires 3rd level)
- Soul of the First World (Requires 9th level)
- Blood of Asgorath (Requires 12th level)

