Pathfinder 2E · Ancestries · Dragon
Dragon Ancestry
A dragon ancestry shaped by three realms, six elements, and a legacy of conflict.
Dragons are a people who's origins are rooted in warfare and who's past is turbulent with both inner and outer conflict. They were once meant to be the protectors of the Mortal Realms, only for many of their own to succumb to a strange madness known as draconic ambition. These fallen protectors became terrors upon the other mortal races, and those dragons who were free from the ambition curse found themselves alienated from the world by the actions of their most unfortunate.
In time, many dragons would step up to redeem their kind and reassume their role as protectors by fending off their most dangerous bretheren for the sake of the other races. Over time, these dragons formed the Temple of Dragon Knights, an order who's purpose was to protect the Mortal Realms from their own kind. The history of the Temple of Dragon Knights itself is shakey, with it nearly collapsing along with the Great Kingdoms during The Great Fall, and barely recovering in the years after. Many dragons became disillusioned with the Temple, and sought to make their own way in the world, without compulsive ambition nor guilt-driven gallantry.
You Might...
- Seek to prove yourself as either a powerful ally or dangerous enemy.
- Chase your ambitions, be they wealth, power, or something else.
- Struggle to overcome the preconceived notions others have of you based on your appearance.
Others Probably...
- See you as a truly powerful creature, though whether they consider that valuable or dangerous changes from person to person.
- Assume you either seek to further your own ambitions at any cost, or seek to atone for the actions of other dragons and are willing to serve.
- Expect you to be an expert in either martial combat or arcane magic, or both.
Physical Description
Broadly speaking, dragons are large reptillian creatures, with tough scales, powerful natural wepaons, and innate magic drawn from one of the six elemetns. All dragons have sharp claws and teeth, and most dragons have frills or horns on their head, a horn-like ridge down their back, and great wings that grow in power as they age. Dragons age relatively slowly compared to other ancestries, but they live far longer too. A dragon naturally grows in both physical and magical power throughout it's entire life; they don't experience the effects of age as other mortals do.
The particular appearance of a dragon varies significantly dependong on it's heritage. Dragons can be divided into 18 different types: six of Midrealm, six of Overrealm, and six of Underrealm. Each type has unique scale colors and patterns and a magical connection to a certain element. The appearance of frills, shapes and colors of horns, and colors of eyes vary wildly and, unlike scale color and pattern, are not determined by a dragon's type but rather the genentics of their parents.
Society
Dragon society is largely divided into three strata: ambitious dragons, templar dragons, and independent dragons.
Ambitious dragons are those who succumb to draconic ambition, an obsessive and all-consuming drive to achieve some ceasless goal. These dragons are the source of many negative stigmas against dragons, as their compulsions make them irrational and often lead them to become insolent, antisocial, or even violent. Roughly thirty percent of all dragons are ambition dragons.
Templar dragons are a group of dragons who seek to make right where ambition dragons have done wrong. They may be part of the actual Temple of Dragon Knights, an order of dragons seeking to cure the draconic ambition affliction and doing damage control or prevention in the meantime, or they may simply be dragons who feel it is their duty to help others for one reason or another. Roughly fourty percent of all dragons claim to be aligned with the templar ideal, even if they themselves are not true dragon templars.
Independent dragons are simply neither of these; they have not succumbed to draconic ambition, nor do they seek to redeem their people. Independent dragons often face scorn from both sides of dragon society: ambition dragons admonish them for their lack of ambition, while templar dragons may resent them for preceived disregard for the plight of afflicted dragons and the harm they cause.
Beliefs
A dragon's beliefs are largely tied to which stratum they belong to.
Ambitious dragons belive only in themselves and their goals. Occassionally, their goals may align with those of another individual or group, in which case they are certain to be willing to cooperate with others. Often, though, ambitious dragons seek what they believe to be the most direct route to their goal, which often means cutting through anything or anyone that stands between them and their objective.
Mandatory Edicts Persue your ambition, seek the most direct path to your goal. Mandatory Anathema Take an action that would hamper your ability to persue your ambition.
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Names
Dragons tend to have a single, lengthy name in draconic, typically paired with a title indicitive of their character or some great deed they've done. Templar dragons typically receive their title from others, while ambition dragons tpyically give themselves an often self-agrandizing title. Independent dragons may obtain a title from others, or give themselves a title that represents who they think they are or who they want to be, and some independents opt not to use a title at all.
Sample Names: Aishivarenn, Drazeenerathar, Kallizandrex, Rovrureirth Tarsayarreth, Uzzedralltrix, Varvaxelyndrill
Sample Titles: Bringer of Justice, Defender of the Lowlands, Keeper of Peace, Master of Coin, The Righteous, The True King of the Mountains
Dragon Heritages
Choose one of the following dragon heritages at 1st level. Your heritage determines the description of your Dragon Scales, Dragon Wings, and Dragon Breath ancestry features, as well as determining which Draconic Weapon options are available to you. These descriptions are provided below.
Dragons of Midrealm
Dragons were created to be the mortal protectors of the Mortal Realm. The six dragons of Midrealm draw power (and their names) from the six elements, and each had a role to play in the defense of the Mortal Realm.
Air Dragon
Air dragons have light-gray scales and feathered wings which can be any color a cloud could be.
Earth Dragon
One of four terrestrial dragons, earth dragons have earthy-brown scales and lack wings. They are the original terrestrial dragons, with claws honed for digging and tremorsense to help them detect treats on or below the earth.
Fire Dragon
Fire dragons have orange to red scales and similarly colored leathery wings. Fire dragons are often what comes to mind when people hear the word "dragon".
Metal Dragon
Metal dragons have metallic gray or silver scales, and even their wings appear to be made of a metal sheets or foil.
Water Dragon
Water dragons have almost fish-like blue-hued scales and huge wing-like fins that help them swim and let them glide in the air.
Wood Dragon
Wood dragon scales come in as many colors as there are kinds of wood, and often have patches of moss growing on them; their wings are almost leaflike, coming in both green and autumn hues.
Overrealm Dragons
The six Overrealm dragons are the result of some dragons of Midrealm being altered by the influence of Overrealm.
Storm Dragon
Storm dragons have dark gray scales with streaks of bright blue, white, or yellow that form lightning patterns across their bodies.
Rad Dragon
Rad dragons have a brownish-yellow color to their scales, with patches of bright green, yellow, or blue scales that almost seem to glow; they are terrestrial dragons and lack wings.
Plasma Dragon
Plasma dragons have bright red to violet scales which are warm, almost hot to the touch, and similarly colored leathery wings.
Molten Dragon
Molten dragons have bronze, brass, or golden-colored metallic scales and similar wings.
Steam Dragon
Steam dragons have scale similar to their Midrealm counterparts, but they tend to be in very light blue hues.
Vita Dragon
Vita dragons have light wood-hued, bark-like scales with root-like patterns of luminous white scales.
Underrealm Dragons
The six Underrealm dragons are the result of some dragons of Midrealm being altered by the influence of Underrealm.
Blizzard Dragon
Blizzard dragons have snow white scales and matching feathered wings.
Crystal Dragon
Crystal dragons have multicolored, gem-like scales and, being terrestrial dragons, lack wings.
Voidfire Dragon
Voidfire dragons have dark red to black scales and similar wings.
Rust Dragon
A peculiar dragon, rust dragons are the only non-earth-dirived terrestrial dragons. They have scales which look like rusted iron, tarnished silver, or oxidized copper.
Acid Dragon
Acid dragons have blue-green to dark green scales and jagged-look wing-like fins.
Rot Dragon
Rot dragons have dark wood-hued, bark-like scales which often have patterns that resemble slime mold in patches. Their wings are dark grey or black.
Table 1-1: Dragon Heritages
| Heritage | Dragon Scales | Dragon Weapons Options | Dragon Wings | Dragon Breath Shape | Dragon Breath Save | Dragon Breath Damage | Additional Traits |
|---|---|---|---|---|---|---|---|
| Air | Light Scales | All horns, broad tail, whip tail, claws, wings | Feathered | 5-foot burst within 30 feet | Fortitude | 2d4 Bludgeoning† | Air |
| Earth | Heavy Scales | All horns, axe tail, broad tail, club tail, digging claws | Terrestrial | 15-foot cone | Foritude | 2d4 Slashing† | Earth |
| Fire | Medium Scales | All horns, broad tail, claws, wings | Membraneous | 15-foot cone | Reflex | 2d4 Fire† | Fire |
| Metal | Heavy Scales | All horns, axe tail, broad tail, club tail, claws, wings | Membraneous | 30-foot line | Reflex | 2d4 Electricity† | Metal |
| Water | Light Scales | All horns, broad tail, whip tail, claws, wings | Gliding-fin | 30-foot line | Reflex | 2d4 Bludgeoning† | Amphibious, Water |
| Wood | Medium Scales | All horns, axe tail, broad tail, club tail, claws, wings | Membraneous | 5-foot burst within 30 feet | Fortitude | 2d4 Poison† | Wood |
| Storm | Light Scales | All horns, broad tail, whip tail, claws, wings | Feathered | 5-foot burst within 30 feet | Fortitude | 1d4 Electricity, 1d4 Sonic‡ | Air, Overrealm |
| Rad | Heavy Scales | All horns, axe tail, broad tail, club tail, digging claws | Terrestrial | 15-foot cone | Fortitude | 2d4 Poison† | Earth, Overrealm |
| Plasma | Medium Scales | All horns, broad tail, claws, wings | Membraneous | 30-foot line | Reflex | 2d4 Fire† | Fire, Overrealm |
| Molten | Heavy Scales | All horns, axe tail, broad tail, club tail, claws, wings | Membraneous | 5-foot burst within 30 feet | Reflex | 2d4 Fire† | Metal, Overrealm |
| Steam | Light Scales | All horns, broad tail, whip tail, claws, wings | Gliding-fin | 30-foot line | Reflex | 1d4 Bludgeoning, 1d4 Fire‡ | Amphibious, Overrealm, Water |
| Vita | Medium Scales | All horns, axe tail, broad tail, club tail, claws, wings | Membraneous | 15-foot cone | Fortitude | 2d4 Vitality† | Overrealm, Wood |
| Blizzard | Light Scales | All horns, broad tail, whip tail, claws, tusks, wings | Feathered | 5-foot burst within 30 feet | Fortitude | 2d4 Cold† | Air, Overrealm |
| Crystal | Heavy Scales | All horns, axe tail, broad tail, club tail, tusks, digging claws | Terrestrial | 30-foot line | Reflex | 2d4 Piercing† | Earth, Overrealm |
| Voidfire | Medium Scales | All horns, broad tail, claws, tusks, wings | Membraneous | 15-foot cone | Fortitude | 2d4 Necrotic† | Fire, Overrealm |
| Rust | Heavy Scales | All horns, axe tail, broad tail, club tail, tusks, digging claws | Terrestrial | 15-foot cone | Reflex | 2d4 Slashing† | Metal, Overrealm |
| Acid | Light Scales | All horns, broad tail, whip tail, claws, tusks, wings | Gliding-fin | 30-foot line | Reflex | 2d4 Acid† | Amphibious, Overrealm, Water |
| Rot | Medium Scales | All horns, axe tail, broad tail, club tail, claws, tusks, wings | Gliding-fin | 5-foot burst within 30 feet | Fortitude | 1d4 Acid, 1d4 Poison‡ | Overrealm, Wood |
† Increase damage by 2d4 at 5th level and every 2 levels thereafter for a maximum of 18d4 damage at 19th level.
‡ Increase damage by 1d4 for each damage type at 5th level and every 2 levels thereafter for a maximum of 9d4 per damage type (a total of 18d4 damage) at 19th level.
Dragon Scales
You gain one of the following natural armors granted by your chosen hertiage.
New Armor Trait
Natural Armor: Armor with this trait is typically granted by an ancestry, heritage, or an ancestry feat. You are always considered to be wearing natural armor, it cannot be removed, you can rest normally while wearing it, and you can etch armor runes onto it. If you don other armor over your natural armor, only the highest benefits and penalties apply, and any armor runes etched on your natural armor are suppressed until the worn armor is removed.
Table 2-1: Dragon Scales
| Light Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Group | Armor Traits |
|---|---|---|---|---|---|---|---|
| Aquatic Dragon Scales | +2 | +3 | — | — | — | Composite | Aquadynamic, natural armor |
| Light Dragon Scales | +1 | +4 | — | — | — | Composite | Natural armor |
| Medium Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Group | Armor Traits |
| Bark Dragon Scales | +3 | +2 | -1 | — | 12 | Wood | Hidering, natural armor |
| Medium Dragon Scales | +4 | +1 | -1 | — | 12 | Composite | Hidering, natural armor |
| Heavy Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Group | Armor Traits |
| Heavy Dragon Scales | +5 | +1 | -2 | -5 ft. | 16 | Composite | Bulwark, hindering, natural armor |
| Metallic Dragon Scales | +6 | +0 | -2 | -5 ft. | 16 | Composite | Bulwark, hindering, natural armor |
Dragon Wings
You gain one of the following dragon wings benefits granted by your chosen hertiage.
Feathered Wings: Your wings are feathered and more powerful than those of other dragons. You gain the Fledgling Flight action, which allows you to fly in short bursts on your turn. You also gain the Fledgling Fall ancestry feat. Additionally, Your wings allow you to travel longer distances when jumping. When Leaping horizontally you move an additional 10 feet. You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first. Finally, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.
Gliding-Fin Wings: Your "wings" are actually fins which allow you to glide through the air and maneuver efficiently in water. You gain a swim Speed equal to your land Speed. Your wings allow you to travel longer distances when jumping. When Leaping Horizontally you move an additional 5 feet. You don't automatically fail your check to High Jump or Long Jump if you don't Stride at least 10 feet first, and you can jump from the surface of a body of water as if you were standing on firm ground. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.
Membraneous Wings: Your wings are made of a membraneous, leathery material. You gain the Fledgling Flight action, which allows you to fly in short bursts on your turn. Your wings also allow you to travel longer distances when jumping. When Leaping horizontally you move an additional 5 feet. You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.
Terrestrial Dragon: You lacks wings entirely. Instead, your claws are are specially designed for digging and your senses are tuned for locating terrestrial threats. You automatically gain the Digging Claws unarmed attack, which doesn't count against your 3 Draconic Weapons unarmed attack choices. You also gain a burrow Speed of 20 feet. Finally, you gain Tremorsense as an imprecise sense within 30 feet.

You fly at your land Speed. If you don’t end your movement on solid ground, you fall at the end of your turn.
Draconic Weapons
You choose three of the following unarmed attacks from the options granted by your chosen hertiage. Many of these unarmed attack feature new weapon traits, which are explained below.
New Weapon Traits
Table 3-1: Melee Unarmed Attacks
| Unarmed Attack | Damage | Hands | Group | Weapon Traits |
|---|---|---|---|---|
| Axe Tail | 1d8 S | 1 | Axe | Backswing, draconic, natural weapon, reach, sweep, trip, two-hand d12 |
| Broad Tail | 1d8 B | 1 | Flail | Backswing, draconic, natural weapon, sweep, forceful, trip, two-hand d12 |
| Claws | 1d6 S | 1 Each | Knife | Agile, draconic, finesse, natural weapon, versatile (P) |
| Club Tail | 1d8 B | 1 | Club | Backswing, draconic, natural weapon, reach, shove, sweep, trip, two-hand d12 |
| Digging Claws | 1d6 S | 1 Each | Knife | Agile, draconic, finesse, forceful, natural weapon, versatile (P) |
| Jaw | 1d6 P | 0* | Pick | Agile, deadly d8, draconic, finesse, grapple, natural weapon |
| Ramming Horns | 1d8 B | 1 | Hammer | Charging, draconic, natural weapon, shove |
| Stabbing Horns1d | 1d8 P | 1 | Spear | Brace, charging, draconic, natural weapon |
| Tusks | 1d6 S | 1 | Sword | Agile, backstabber, deadly d8, draconic, finesse, natural weapon |
| Wings | 1d6 B | 1 Each | Shield | Agile, draconic, finesse, hampering, natural weapon, parry |
| Whip Tail | 1d6 S | 1 | Flail | Disarm, draconic, finesse, natural weapon, reach, sweep, trip |
| Wrestling Horns | 1d8 B | 1 | Polearm | Charging, disarm, draconic, natural weapon |
* This weapon is considered a 1-handed weapon despite not requiring any free hands.
Table 3-2: Ranged Unarmed Attacks
| Unarmed Attack | Damage | Range | Reload | Hands | Group | Traits |
|---|---|---|---|---|---|---|
| Spit | 1d6 Varies* | 30 | 1 | 1 | Sling | Agile, draconic, deadly (1d8), unarmed |
| Destructive Spit | 1d8 Varies* | 30 | 1 | 1 | Sling | Agile, draconic, razing, unarmed |
* You choose the damage from among the damage types that your Dragon Breath deals.
Unarmed Attack Descriptions
Each of the unarmed attacks listed on the unarmed attack tables above are described below.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a ANCESTRY, you select from among the following ancestry feats.
1st Level
You have honed your combat skills and furthered the mastery of your natural weapons. You gain an additional unarmed attack from your heritage's Draconic Weapon options.
Your connection to your associated element has strengthened and in doing so granted you protection against a damage type you would normally use for your dragon breath. Choose one of the damage types delt by your Dragon Breath; you gain resistance equal to half your level (minimum 1) to that damage type.
You've leanred to channel your innate draconic magic into your wings to make them resilient to incoming attacks and shield you from harm. You spend 10 minutes focusing your innate draconic magic into your wingsto create a draconic shield which lasts until your next daily preperations. The draconic shield has a hardness of 5, 20 hit points, and a broken threshold of 10. While the draconic shield is active and you have at least 1 hand free, you are considered to be wielding a shield for actions and effects which require you to do so. Your draconic shield grants a +2 circumstance bonus to AC when you take the Raise a Shield action. You can spend 10 minutes to restore any damage dealt to the draconic shield.
You know how to carry as much as possible on your draconic frame without hindering your performance. You become trained in the Athletics skill and gain the Hefty Hauler skill feat.
You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall.
Your innate draconic magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
5th Level
Your scales are especially resistant to acid, and any acid which lingers on your body quickly beads off. Your DC on flat cehcks to end persistent acid damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assitance.
Feat 5You've learned to channel your innate draconic magic to assume the form of a tree that matches your bark-like scales. You become a tree of your size. Perception checks don't reveal your true nature, but a successful Nature or Survival check against the higher of your class DC or spell DC reveals that you appear to be a tree that is strangely new to the area. While in this form, you can observe everything around you, using your normal senses.
As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. This effect lasts for 8 hours or until you dismiss it.
Your draconic senses have improved. You gain imprecise scent with a range of 30 feet.
Your dragon breath grows more potent. When a target fails or critically fails their save against your dragon breath, they suffer an additional effect, depending on your dragon heritage. See the below table for your heritage's effects.
| Heritage | Failure | Critical Failure |
|---|---|---|
| Air | The target is pushed 10 feet away fro mthe center of the burst and knocked prone. | As a failure, but the distance the target is pushed is increased to 20 feet. |
| Earth | The target takes 1d6 peristent bleed damage in addition to the normal damage. | Increase the persistent bleed damage to 2d6. |
| Fire | The target takes 1d6 peristent fire damage in addition to the normal damage. | Increase the persistent fire damage to 2d6. |
| Metal | The target is stunned 2. | The target is stunned for 1 round. |
| Water | The target is pushed 5 feet away from you in the direction of the line and clumsy for 1 round. | As a failure, but the target is encumbered for 1 round instead of clumsy. |
| Wood | The target is sickened 2. | The target is sickened 4. |
| Storm | The target is deafened for 1 round. | The target is deafened for 1 minute. |
| Rad | The target is sickened 1 and enfeebled 2 as long is it's sickened. | As a failure, but the target is instead sickened 3. |
| Plasma | The target takes 1d6 peristent fire damage in addition to the normal damage. | Increase the persistent fire damage to 2d6. |
| Molten | Objects worn or held by the target take 1d4 fire damage, ignoring hardness. | Increase the fire damage dealt to objects to 2d4. |
| Steam | The target is pushed 5 feet and takes 1d4 persistent fire damage. | Increase the persistent fire damage to 2d4. |
| Vita | The target is dazzled for 1 round. | The target is blinded for 1 round and dazzled for 1 minute. |
| Blizzard | The target is slowed 1 for 1 round. | The target is slowed 1 for 1 minute. |
| Crystal | The target is facinated for 1 round and takes 1d4 persistent bleed damage. | Increase the persistent bleed damage to 2d4. |
| Voidfire | The target is fatigued and drained 1 as long as it's fatigued. | The target is fatigued and drained 2 as long as it's fatigued. |
| Rust | Any metal objects worn or held by the target take 1d8 damage, ignoring hardness. | Increase the damage dealt to metal objects to 2d8. |
| Acid | Objects worn or held by the target take 1d4 acid damage, ignoring hardness. | Increase the acid damage dealt to objects to 2d4. |
| Rot | Any wood objects worn or held by the target take 1d8 damage, ignoring hardness. | Increase the damage dealt to wood objects to 2d8. |
Your scales are especially resistant to fire, and flames on your body quickly peter out. Your DC on flat cehcks to end persistent fire damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assitance.
Feat 5You unfurl your wings for travel and can keep them unfurled for 10 minutes. You gain a fly Speed equal to your land Speed while your wings are unfurled. If you have Fledgling Flight, you gain a +10-foot status bonus to your fly Speed with Juvenile Flight. As normal, since your fly Speed is derived from your land Speed, this status bonus isn't cumulative with a status bonus to your land Speed, if you have one.
Feat 5You've learned to channel your innate draconic magic to assume the form of a stone that matches your stone-like scales. You become a stone of your size. Perception checks don't reveal your true nature, but a successful Nature or Survival check against the higher of your class DC or spell DC reveals that you appear to be a stone that is strangely new to the area. While in this form, you can observe everything around you, using your normal senses.
As a stone, your AC is 23, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. This effect lasts for 8 hours or until you dismiss it.
Your innate connection to the earth makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by earth (such as rubble or gravel) and uneven ground made of earth and stone. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. Finally, you take only half damage from hazardous terrain made up of earth or stone.
9th Level
Feat 9You launch into the air and dive, releasing your breath around you as you do. If your next action is to use your dragon breath, you first Fly 15 feet straight into the air, then Fly in a striaght line up to twice your land Speed to an empty space of your choice on the ground, breathing around the space where you land. The area of your dragon breath changes to a 10-foot emination from the space where you land.
Feat 9You dive beneath the earth, launching a spout of your dragon breath through the surface as you burrow. If your next action is to use your dragon breath, you first Burrow a distance up to twice your land Speed. Twice at any point during your movement, you can target a space 5 feet directly above you to use your dragon breath. The area of your dragon breath changes to a 5-foot emination from the space you choose.
Your lack of natural flight is not a disadvantage; rather, you've learned to take advantage of of other's reliance on it. You can cast earthbind once per day as an innate arcane spell.
Feat 9You breath in deeply to deliver a more powerful dragon breath. If your next action is to use dragon breath, both the damage and area of effect increase. You deal twice as many dice of damage as normal and Add 5 feet the the radius of a burst or to the length of a cone, or add 10 feet to the length of a line.
Feat 9Your have developed a technique which allows you to fork your dragon breath to cover two areas at once. If your next action is to use dragon breath, you target two seperate areas. You create two 30-foot lines, two 15-foot cones, or two 5-foot bursts within 30 feet. The two areas of effect must not overlap.
Feat 9With a sharp flap of your wings, you stay light on your feat as you move. You Step twice.
13th Level
For 1 minute, you gain a frightful presence aura in a 20-foot emanation around you. Enemies who enter the aura (or are in the aura when you activate it) must attempt a Will save against the higher of your class DC or spell DC with the following results. Afterwards, they are temporarily immune for 1 minute.
You gain the effects of Juvenile Flight at all times, rather than just once per day for 10 minutes. This includes the status bonus to your Speed if you have Fledgling Flight.
Your body has grown significantly. Your size becomes Large, your reach increases to 10 feet, you gain a +2 status bonus to melee damage, and you are Clumsy 1. You've also learned a trick to make navigating less dragon-sized spaces much easier.
You can spend 10 minutes focusing your innate draconic magic, after which you shrink down to Medium size. When your size is Medium, your reach becomes 5 feet, you lose the bonus to melee damage gained from this feat, and you are no longer Clumsy 1. Your size remains Medium until you spend another 10 minutes foucsing your innate draconic magic to reverse the effect.
17th Level
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