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Draconic Ancestry

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You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon, damage resistance, and dragon magic ancestry are determined by the dragon type, as shown in the table.
Alternate Draconic Ancestry Traits. The Draconic Embodiment, Draconic Flight, Draconic Magic, and Draconic Mind traits replace the Breath Weapon trait.

Type Damage Breath Weapon  Ancestry
Black   Acid  5 by 30 ft. line (Dex. save) Chromatic
Blue   Lightning 5 by 30 ft. line (Dex. save) Chromatic
Brass  Fire  5 by 30 ft. line (Dex. save)  Metallic
Bronze Lightning 5 by 30 ft. line (Dex. save)  Metallic
Copper  Acid   5 by 30 ft. line (Dex. save)  Metallic
Gold    Fire   15 ft. cone (Dex. save)   Metallic
Green Poison  15 ft. cone (Con. save)   Chromatic
Red   Fire   15 ft. cone (Dex. save)   Chromatic
Silver   Cold  15 ft. cone (Con. save)   Metallic
White  Cold   15 ft. cone (Con. save)  Chromatic

Dragonborn Feature,

Breath Weapon

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You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
 When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
 After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Dragonborn Feature,,

Draconic Embodiment

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Your dragon heritage developed your body and vision instead of empowering your breath. You gain darkvision out to 60 feet. While not wearing armor, you gain a +1 bonus to AC. At 6th level, your darkvision range increases to 90 feet. At 11th level, your bonus to AC while not wearing armor improves to +2. At 16th level, the range of your darkvision increases to 120 feet.

Dragonborn Feature

Draconic Flight

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You were born with wings and sharp senses, though your wings are not very developed at first. You gain a +2 bonus on Wisdom (Perception) checks, and your developing wings allow you to fall at half speed and buffet yourself just before landing, thus negating all falling damage.
 At 6th level, you gain the ability to fly, but it's slow and clumsy. Your flying speed is 20 feet, and you can't be wearing heavy armor or exceeding your carrying capacity. You need at least 10 feet of running space to take off (or any elevated edge at least 10 feet high), and you also have disadvantage on rolls made for landing on anything other than a relatively flat, easy surface.
 At 11th level, your flying speed improves to 30 feet, and you no longer automatically suffer disadvantage when landing on non-flat, non-simple surfaces (though you can still suffer disadvantage on landing in situations where any flying creature would have trouble).
 At 16th level, your flying speed improves to 40 feet, and you no longer need elevation or a running start to take off.

Dragonborn Feature

Draconic Magic

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You developed the dragon's affinity for magic. What spells you gain depend on your heritage, and your spellcasting ability for your magic is Charisma.

Chromatic Ancestry
Level  Spell         Rest to Refresh

1   mage hand       none required
6   detect magic      short or long
11   locate object     long
16   dispel magic      long

Metallic Ancestry
Level  Spell         Rest to Refresh
1   mending        none required
6    comprehend languages short or long
11   alter self        long
16   fly          long

Dragonborn Feature

Draconic Mind

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You were born with the mental capacity of a dragon. You can choose to raise your Intelligence score by 1 instead of raising your Charisma score. You gain proficiency in either Arcana or History.
 At 1st, 6th, 11th and 16th level, you learn an additional language, which can be any standard or exotic language.
 At 6th level, your quick and decisive thinking grants you a +2 bonus to your Initiative.
 At 11th level, you have advantage on saving throws against fear as well as being charmed or put to sleep.
 At 16th level, your fortified mind grants you resistance to psychic damage.

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