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
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.
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.
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.
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
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.
You have resistance to the damage type associated with your draconic ancestry.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.
This spell repairs a single break or tear in an object you touch, such as a broken chain link. two halves of a broken key, a torn c1oak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same. If you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.