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Wyrmblood Lineage

Lineages

At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose a lineage. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits.

Applying the Wyrmblood Lineage

If you gain this lineage after character creation, it represents an awakening of latent draconic blood or a transformative event tied to draconic magic or influence. You retain your core traits, such as movement speeds, senses, and languages, but your other racial traits are replaced by those of the Wyrmblood lineage. This transformation may come with physical and behavioral changes that hint at your newfound draconic heritage.

Ability Score Increase

Choose one ability score to increase by 2, and a different one to increase by 1, or increase three different ability scores by 1 each.

Age

Wyrmbloods mature at the same rate as their non-dragon parent race but tend to live about twice as long.

Size

Wyrmbloods can range in stature based on their non-dragon parent. You can choose to be Small or Medium. A Wyrmblood with smaller ancestry (such as a gnome or halfling parent) might be Small, while those with larger ancestry (like orcs or goliaths) tend to be on the larger side of Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have Darkvision with a range of 60 feet.

Languages

You can speak, read, and write Common and Draconic.

Creature Type

You are a Humanoid.

Legacy of the Dragon

Your draconic ancestry grants you supernatural abilities tied to your lineage. Choose an ancestry from the Draconic Ancestry table below. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell as shown on the table. You always have that spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Draconic AncestryLevel 1 (Cantrip)Level 3 (1st-level Spell)Level 5 (2nd-level Spell)
Chromatic DragonElementalism (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

You exert control over the elements, creating a minor effect related to earth, air, fire, or water.

View on dndbeyond.com
Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
Metallic DragonGuidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
Absorb Elements (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).

View on dndbeyond.com
Dragon's Breath (transmutation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Spew a 15-ft cone that deals 3d6 acid, cold, fire, lightning, or poison damage in case of failed Dex. save (damage/lvl).

View on dndbeyond.com
Gem DragonThaumaturgy (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create various minor effects to impress or distract creatures.

View on dndbeyond.com
Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

View on dndbeyond.com

Ancestral Guidance

You can call upon the wisdom of your draconic ancestors to aid you in critical moments. You have a number of d4s equal to your proficiency bonus. When you make an ability check or saving throw using your chosen spellcasting ability, you can roll one or more of these d4s and add the results to your roll. You regain all expended d4s when you finish a long rest.

Draconic Presence

You can tap into your draconic heritage to exude an aura of awe or dread. As an action, you can cause creatures of your choice within 30 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your chosen spellcasting ability modifier). On a failed save, creatures are charmed or frightened by you (your choice) until the end of your next turn. You can use this feature once per long rest. Your spellcasting ability for this feature is the same as the one you choose for your spells.
Illustration: ChatGPT
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Wyrmblood Lineage

Wyrmbloods are descendants of unions between humanoids and dragons, reflecting the potent and sometimes volatile legacy of draconic bloodlines. Whether born from an ancient pact, a blessing, or a rare bond between dragon and mortal, these individuals are unmistakably marked by their ancestral connection. Despite this, they remain distinctly tied to their non-dragon parentage, existing between two worlds.
The presence of draconic blood within a humanoid is both a blessing and a burden. In some cultures, Wyrmbloods are revered for their connections to dragonkind, while in others, they are met with suspicion or fear. Powerful individuals often emerge among Wyrmbloods due to their mighty heritage, but they must often grapple with the decision to reveal or conceal their lineage. Many Wyrmbloods choose secrecy, fearing both unwanted reverence and undue scrutiny.
When creating a Wyrmblood character, you may roll on or choose from the table below to determine how your draconic heritage manifests in your appearance and demeanor. These traits are purely cosmetic, adding depth to your character’s lineage.
d12Draconic Trait
1Small patches of faint scales cover your shoulders or arms, catching the light subtly.
2Your eyes have vertical, slit-like pupils that reflect light in dim conditions.
3When you speak, your voice carries a low, rumbling resonance akin to a dragon’s growl.
4You have a slight, vestigial tail that sways gently when you’re lost in thought.
5Your hair shimmers faintly, reflecting the dominant color of your draconic ancestry.
6Your fingernails occasionally grow into claw-like points, especially when you’re angered or tense.
7A set of small, pointed horns protrude slightly from your temples or forehead.
8Your skin feels unusually warm or cool to the touch, matching the element of your dragon ancestor.
9You exude a faint scent reminiscent of your draconic lineage, like the smell of ash, rain, or ozone.
10Your pupils momentarily flash with a vibrant color when you experience strong emotions.
11When you're angry or excited, small wisps of elemental energy crackle or wisp around you.
12Your shadow occasionally appears draconic in form when cast in dim light.
background image

Wyrmblood Lineage

Lineages

At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose a lineage. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits.

Applying the Wyrmblood Lineage

If you gain this lineage after character creation, it represents an awakening of latent draconic blood or a transformative event tied to draconic magic or influence. You retain your core traits, such as movement speeds, senses, and languages, but your other racial traits are replaced by those of the Wyrmblood lineage. This transformation may come with physical and behavioral changes that hint at your newfound draconic heritage.

Ability Score Increase

Choose one ability score to increase by 2, and a different one to increase by 1, or increase three different ability scores by 1 each.

Age

Wyrmbloods mature at the same rate as their non-dragon parent race but tend to live about twice as long.

Size

Wyrmbloods can range in stature based on their non-dragon parent. You can choose to be Small or Medium. A Wyrmblood with smaller ancestry (such as a gnome or halfling parent) might be Small, while those with larger ancestry (like orcs or goliaths) tend to be on the larger side of Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have Darkvision with a range of 60 feet.

Languages

You can speak, read, and write Common and Draconic.

Creature Type

You are a Humanoid.

Legacy of the Dragon

Your draconic ancestry grants you supernatural abilities tied to your lineage. Choose an ancestry from the Draconic Ancestry table below. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell as shown on the table. You always have that spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Draconic AncestryLevel 1 (Cantrip)Level 3 (1st-level Spell)Level 5 (2nd-level Spell)
Chromatic DragonElementalism (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

You exert control over the elements, creating a minor effect related to earth, air, fire, or water.

View on dndbeyond.com
Chromatic Orb (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)

View on dndbeyond.com
Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
Metallic DragonGuidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
Absorb Elements (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).

View on dndbeyond.com
Dragon's Breath (transmutation)
Level: 2
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Spew a 15-ft cone that deals 3d6 acid, cold, fire, lightning, or poison damage in case of failed Dex. save (damage/lvl).

View on dndbeyond.com
Gem DragonThaumaturgy (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create various minor effects to impress or distract creatures.

View on dndbeyond.com
Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

View on dndbeyond.com

Ancestral Guidance

You can call upon the wisdom of your draconic ancestors to aid you in critical moments. You have a number of d4s equal to your proficiency bonus. When you make an ability check or saving throw using your chosen spellcasting ability, you can roll one or more of these d4s and add the results to your roll. You regain all expended d4s when you finish a long rest.

Draconic Presence

You can tap into your draconic heritage to exude an aura of awe or dread. As an action, you can cause creatures of your choice within 30 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your chosen spellcasting ability modifier). On a failed save, creatures are charmed or frightened by you (your choice) until the end of your next turn. You can use this feature once per long rest. Your spellcasting ability for this feature is the same as the one you choose for your spells.

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