The depth and breadth of dragon magic gives its practitioners unique talents and capabilities unavailable to other wizards or sorcerers. Anyone might be touched by dragon magic, however, and these gifts are represented by the following feats.

Careful Dragon Mask

Prerequisite: The ability to invoke a dragon mask

You’ve mastered the ability to cast spells while wearing your dragon mask. With this feat, you no longer have disadvantage on attack rolls with spells and cantrips, and the targets of your spells don’t have advantage on saving throws, while you’re under the effect of your dragon mask.

Dual Dragon Aspect

Prerequisite: The ability to invoke dragon wings

You’ve mastered the difficult ability to wear two different dragon aspects at the same time. When you switch from one aspect to another, the aspect you remove lingers for 1 round, provided its maximum duration hasn’t expired. During this 1 round of overlap, both aspects are visible and you have full access to the benefits and drawbacks of both aspects simultaneously.

Fearsome Dragon Mask

Prerequisite: The ability to invoke a dragon mask

You can manipulate the visage of your dragon mask to be a terrifying sight to your foes. Any target struck by your mask’s bite attack must make a successful Wisdom saving throw against your spell save DC or be Frightened of you until the end of your next turn. If you augmented the attack with a spell slot, the frightened condition lasts an additional number of rounds = the level of the expended spell slot.

Radiant Dragon Heart

Prerequisite: The ability to invoke a dragon heart

You can link radiant power to your dragon heart. In addition to the damage type done by your dragon heart’s breath attack, the damage is also considered radiant. In addition, a creature that fails its saving throw against the breath weapon is also Blinded until the end of your next turn.

Find the Titan’s Weakness

You can spot the weaknesses in a foe’s defenses. You gain the following benefits.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • As an action, you analyze the defenses of one Large or larger creature you can see. Your next attack against that creature is made with advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.

Fortifying Healer

Prerequisite: The ability to cast at least one spell

Your healing magic is augmented by the fortifying magic of resolute bravery. If you target one or more allies with a spell that allows them to regain hit points, those allies are immune to being frightened for a number of rounds = the level of the healing spell. In addition, one ally who healed hit points (your choice) gains inspiration. You must complete a short or long rest before you can grant inspiration again.


You have studied the craft of turning components from a dragon’s body into weapons and armor. Working in conjunction with a master weaponsmith or armorsmith, you can create weapons and armor from the teeth, bones, scales, hide, or other parts of a dragon. The cost to create these items is ten times the normal cost of the item. The number and type of items that can be made from a particular dragon’s corpse is up to the GM, but considering how much violence must be inflicted on a dragon to bring it down, the amount of salvageable raw matieral is low; dragons don’t die from superficial damage.

Any type of melee weapon or bow can be made. The resulting weapon, in the hands of a proficient wielder, does an additional 1d6 damage of a type appropriate to the dragon whose body was used to create the weapon. For example, a blue dragon dagger does 1d4 piercing damage plus 1d6 lightning damage.

Any type of armor can be made except padded or chain (shirt or mail). The resulting armor or shield, in the panoply of a proficient user, provides resistance to the damage type appropriate to the source dragon. For example, black dragon scale mail gives its wearer resistance to acid damage.


Prerequisite: Strength or Dexterity 15 or higher

You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.

  • During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature’s Dexterity (Acrobatics). If you win, you enter the creature’s space and are considered to be riding it. If you lose, you don’t enter the creature’s space and your movement ends.
  • While you’re riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.
  • The creature’s attacks against a rider are made with disadvantage.
  • The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.


Prerequisite: Charisma 13 or higher

You’re adept at making yourself seem to be less of a threat than you actually are. You gain the following benefits.

  • Increase your Charisma score by 1, to a maximum of 20.
  • When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker’s reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.