TEXT: ©2021 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 2021 
  Draconic Options 
  By Ben Petrisor, Taymoor Rehman, Dan Dillon, James Wyatt, and Jeremy Crawford 
  This playtest document presents race, feat, and 
  spell options related to dragons in DUNGEONS & 
  DRAGONS. First is a trio of draconic race options 
  presented as an alternative to the dragonborn 
  race in the Player’s Handbook, as well as a fresh 
  look at the kobold race. Then comes a handful of 
  feat options that reflect a connection to draconic 
  power. Finally, an assortment of spells—many of 
  them bearing the names of famous or infamous 
  dragons—offer a variety of approaches to 
  manifesting dragon magic. 
  This Is Playtest Material 
  The D&D material in this article is presented for 
  playtesting and to spark your imagination. These game 
  mechanics are in draft form, usable in your D&D 
  campaign but not refined by full game design and 
  editing. They aren’t officially part of the game and aren’t 
  permitted in D&D Adventurers League events. 
   Feedback. The best way for you to give us feedback 
  on this material is in the survey we’ll release on the D&D 
  website soon. If we decide to make this material official, 
  it will be refined based on your feedback, and then it 
  will appear in a D&D book. 
   Power Level. The character options you read here 
  might be more or less powerful than options in the 
  Player’s Handbook. If a design survives playtesting, we 
  adjust its power to the desirable level before official 
  publication. This means an option could be more or less 
  powerful in its final form. 
  Draconic Races 
  The dragonborn race in the Player’s Handbook is 
  one way to reflect a character with dragons 
  somewhere far back in their ancestry. This 
  document offers three variant dragonborn races 
  you can choose instead, if you want a character 
  with clearer connections to a specific draconic 
  ancestry, as well as a new version of the kobold 
  race. When you’re making a new character using 
  one of these races, use the rules under “Creating 
  Your Character” to fill out the details of your 
  character. 
  Creating Your Character 
  When you create your D&D character, you 
  decide whether your character is a member of 
  the human race or one of the game’s fantastical 
  races. Alternatively, you can choose one of the 
  following draconic races. If you create a 
  character using a race option presented here, 
  follow these additional rules during character 
  creation. 
  Ability Score Increases 
  When determining your character’s ability 
  scores, you increase one of those scores by 2 and 
  increase a different score by 1, or you increase 
  three different scores by 1. Follow this rule 
  regardless of the method you use to determine 
  the scores, such as rolling or point buy. 
   The “Quick Build” section for your character’s 
  class offers suggestions on which scores to 
  increase. You’re free to follow those suggestions 
  or to ignore them. Whichever scores you decide 
  to increase, none of the scores can be raised 
  above 20. 
  Languages 
  Your character can speak, read, and write 
  Common and one other language that you and 
  your DM agree is appropriate for the character. 
  The Player’s Handbook offers a list of widespread 
  languages to choose from. The DM is free to add 
  or remove languages from that list for a 
  particular campaign.   
  Creature Type 
  Every creature in D&D, including every player 
  character, has a special tag in the rules that 
  identifies the type of creature they are. Most 
  player characters are of the Humanoid type. A 
  race option presented here tells you what your 
  character’s creature type is. 
   Here’s a list of the game’s creature types in 
  alphabetical order: Aberration, Beast, Celestial, 
  Construct, Dragon, Elemental, Fey, Fiend, Giant, 
  
   
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  Humanoid, Monstrosity, Ooze, Plant, Undead. 
  These types don’t have rules themselves, but 
  some rules in the game affect creatures of 
  certain types in different ways. For example, the 
  text of the cure wounds spell specifies that the 
  spell doesn’t work on a creature that has the 
  Construct type. 
  Chromatic Dragonborn 
  Dragonborn with chromatic ancestry claim the 
  raw elemental power of the chromatic dragons. 
  The vibrant colors of the chromatics—black, 
  blue, green, red, and white—gleam in their 
  scaled skin and in the deadly energy of their 
  breath weapons. Theirs is the raw elemental fury 
  of the volcano, of biting arctic winds, of raging 
  lightning storms; theirs also is the subtle 
  whisper of swamp and forest, corrosive and 
  toxic.  
  Chromatic Dragonborn Traits 
  You have the following racial traits. 
   Creature Type. You are a Humanoid. 
   Size. You are Medium. 
   Speed. Your walking speed is 30 feet. 
   Chromatic Ancestry. You trace your ancestry 
  to a chromatic dragon, granting you a special 
  magical affinity. Choose one type of dragon from 
  the Chromatic Ancestry table. This determines 
  the damage type for your other traits as shown 
  in the table. 
  Chromatic Ancestry 
  Dragon 
  Damage Type 
  Black 
  Acid 
  Blue 
  Lightning 
  Green 
  Poison 
  Red 
  Fire 
  White 
  Cold 
   
   Breath Weapon. When you take the Attack 
  action, you can replace one of your attacks with 
  an exhalation of a magical energy in a 30-foot 
  line that is 5 feet wide. Each creature in the area 
  must make a Dexterity saving throw against a DC 
  equal to 8 + your Constitution modifier + your 
  proficiency bonus. A creature takes 2d8 damage 
  of the type associated with your Chromatic 
  Ancestry on a failed save, and half as much 
  damage on a successful one. This damage 
  increases by 1d8 when you reach 5th level (3d8), 
  11th level (4d8), and 17th level (5d8). 
   You can use this trait a number of times equal 
  to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.  
   Draconic Resistance. You have resistance to 
  the damage type associated with your Chromatic 
  Ancestry. 
   Chromatic Warding. Starting at 3rd level, as 
  an action, you can channel your draconic 
  energies to protect yourself. For 10 minutes, you 
  become immune to the damage type associated 
  with your Chromatic Ancestry. Once you use this 
  trait, you can’t do so again until you finish a long 
  rest. 
  Metallic Dragonborn 
  Dragonborn with metallic ancestry lay claim to 
  the unflinching tenacity of the metallic 
  dragons—brass, bronze, copper, gold, and 
  silver—whose hues glint in their scales. Theirs is 
  the fire of hearth and forge, the cold of high 
  mountain air, the spark of inspiration, and the 
  scouring touch of acid that cleanses and purifies.  
  Metallic Dragonborn Traits 
  You have the following racial traits. 
   Creature Type. You are a Humanoid. 
   Size. You are Medium. 
   Speed. Your walking speed is 30 feet. 
   Metallic Ancestry. You trace your ancestry to 
  a metallic dragon, granting you a special magical 
  affinity. Choose one type of dragon from the 
  Metallic Ancestry table. This determines the 
  damage type for your other traits as shown in 
  the table. 
  Metallic Ancestry 
  Dragon 
  Damage Type 
  Brass 
  Fire 
  Bronze 
  Lightning 
  Copper 
  Acid 
  Gold 
  Fire 
  Silver 
  Cold 
   
   Breath Weapon. When you take the Attack 
  action, you can replace one of your attacks with 
  an exhalation of a magical energy in a 15-foot 
  cone. Each creature in the area must make a 
  Dexterity saving throw against a DC equal to 8 + 
  your Constitution modifier + your proficiency 
  
   
  ©2021 Wizards of the Coast LLC 
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  bonus. A creature takes 2d8 damage of the type 
  associated with your Metallic Ancestry on a 
  failed save, and half as much damage on a 
  successful one. This damage increases by 1d8 
  when you reach 5th level (3d8), 11th level (4d8), 
  and 17th level (5d8). 
   You can use this trait a number of times equal 
  to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.  
   Draconic Resistance. You have resistance to 
  the damage type associated with your Metallic 
  Ancestry. 
   Metallic Breath Weapon. At 3rd level you gain 
  a second breath weapon. When you take the 
  Attack action, you can replace one of your 
  attacks with an exhalation of a magical gas in a 
  15-foot cone. The save DC for this breath is 8 + 
  your Constitution modifier + your proficiency 
  bonus. When you use this ability, choose one: 
  • Each creature in the area must succeed on a 
  Strength saving throw or be pushed 20 feet 
  away from you and be knocked prone. 
  • Each creature in the area must succeed on a 
  Constitution saving throw or become 
  incapacitated until the start of your next turn. 
   Once you use your Metallic Breath Weapon, 
  you can’t do so again until you finish a long rest. 
  Gem Dragonborn 
  Dragonborn with gem ancestry partake of the 
  heritage of all gem dragons, who claim to be 
  heirs of the ruby dragon, Sardior—the firstborn 
  of all creation, made by Bahamut and Tiamat in 
  the first days of the First World. The colors and 
  mysterious powers of the gem dragons—
  amethyst, crystal, emerald, sapphire, and 
  topaz—gleam in their scaled skin and course 
  through their veins. Theirs are the wonders of 
  the mind, the force of will, the brilliant light of 
  insight, the resounding echo of discovery, and 
  the desiccation of despair.  
  Gem Dragonborn Traits 
  You have the following racial traits. 
   Creature Type. You are a Humanoid. 
   Size. You are Medium. 
   Speed. Your walking speed is 30 feet. 
   Gem Ancestry. You trace your ancestry to a 
  gem dragon, granting you a special magical 
  affinity. Choose one type of dragon from the Gem 
  Ancestry table. This determines the damage type 
  for your other traits as shown in the table. 
  Gem Ancestry 
  Dragon 
  Damage Type 
  Amethyst 
  Force 
  Crystal 
  Radiant 
  Emerald 
  Psychic 
  Sapphire 
  Thunder 
  Topaz 
  Necrotic 
   
   Breath Weapon. When you take the Attack 
  action, you can replace one of your attacks with 
  an exhalation of a magical energy in a 15-foot 
  cone. Each creature in the area must make a 
  Dexterity saving throw against a DC equal to 8 + 
  your Constitution modifier + your proficiency 
  bonus. A creature takes 2d8 damage of the type 
  associated with your Gem Ancestry on a failed 
  save, and half as much damage on a successful 
  one. This damage increases by 1d8 when you 
  reach 5th level (3d8), 11th level (4d8), and 17th 
  level (5d8). 
   You can use this trait a number of times equal 
  to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.  
   Draconic Resistance. You have resistance to 
  the damage type associated with your Gem 
  Ancestry. 
   Psionic Mind. You can telepathically speak to 
  any creature you can see within 30 feet of you. 
  You don’t need to share a language with the 
  creature, but the creature must be able to 
  understand at least one language. Your 
  communication doesn’t give the creature the 
  ability to respond to you telepathically. 
   Gem Flight. Starting at 3rd level, you can use 
  your bonus action to temporarily summon an 
  array of spectral gems that match your Gem 
  Ancestry in the shape of wings that last for 1 
  minute. For the duration, you gain a flying speed 
  equal to your walking speed and can hover. Once 
  you use this trait, you can’t do so again until you 
  finish a long rest. 
  Kobold 
  Some of the smallest draconic creatures to walk 
  the planes, kobolds display their draconic 
  ancestry in the glint of their scales and in their 
  roars. Legends tell of the first kobolds emerging 
  from the Underdark near the lairs of the earliest 
  
   
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  dragons. In some lands, kobolds serve chromatic 
  or metallic dragons—even worshiping them as 
  divine beings. In other places, kobolds know too 
  well how dangerous those dragons can be and 
  help others defend against draconic destruction. 
   Whatever their relationship to dragons, kobold 
  scales tend to be rust colored, although the 
  occasional kobold sports scale color more akin to 
  that of a chromatic or a metallic dragon. The roar 
  of a kobold can express a range of emotion: 
  anger, resolve, elation, fear, and more. 
  Regardless of the emotion the kobold expresses, 
  the roar resonates with draconic power. 
  Kobold Traits 
  You have the following racial traits. 
   Creature Type. You are a Humanoid. 
   Size. You are Small.  
   Speed. Your walking speed is 30 feet 
   Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in 
  darkness as if it were dim light. You discern 
  colors in that darkness only as shades of gray. 
   Draconic Legacy. The kobold connection to 
  dragons can manifest in unpredictable ways in 
  an individual kobold. Choose one of the 
  following legacy options when you select this 
  race: 
  • You have advantage on saving throws to avoid 
  or end the frightened condition on yourself. 
  • You know one cantrip of your choice from the 
  sorcerer spell list. Intelligence, Wisdom, or 
  Charisma is your spellcasting ability for that 
  cantrip (choose when you select this race). 
  • You can make unarmed strikes with your tail. 
  When you hit with it, the strike deals 1d6 + 
  your Strength modifier bludgeoning damage, 
  instead of the bludgeoning damage normal for 
  an unarmed strike. 
   Draconic Roar. As a bonus action, you let out a 
  draconic roar at your enemies within 10 feet of 
  you. Until the end of your next turn, you and 
  your allies have advantage on attack rolls against 
  any of those enemies who could hear the roar. 
  You can use this trait a number of times equal to 
  your proficiency bonus, and you regain all 
  expended uses when you finish a long rest. 
  Feats 
  A feat represents a character achieving mastery 
  in one of their capabilities or discovering the 
  ability to do something completely new. When 
  this mastery arises from a draconic source—
  whether it’s the gift of a true dragon, the 
  manifestation of some draconic heritage, the 
  blessing of a draconic god, or as a consequence 
  of slaying a true dragon—it can have dramatic 
  supernatural effects.  
  Gift of the Chromatic Dragon 
  You’ve manifested some of the power of 
  chromatic dragons, granting you the following 
  benefits: 
  • As a bonus action, you can touch a simple or 
  martial weapon and infuse it with one of the 
  following damage types: acid, cold, fire, 
  lightning, or poison. For the next minute, the 
  weapon deals an extra 1d4 damage of the 
  chosen type when it hits. After you use this 
  ability, you can’t do so again until you finish a 
  long rest. 
  • When you take acid, cold, fire, lightning, or 
  poison damage, you can use your reaction to 
  give yourself resistance to that instance of 
  damage. You can use this reaction a number of 
  times equal to your proficiency bonus, and you 
  regain all expended uses when you finish a 
  long rest. 
  Gift of the Metallic Dragon 
  You’ve manifested some of the power of metallic 
  dragons, granting you the following benefits: 
  • You learn the cure wounds spell. You can cast 
  this spell without expending a spell slot. Once 
  you cast this spell in this way, you can’t do so 
  again until you finish a long rest. You can also 
  cast this spell using spell slots you have. The 
  spell’s spellcasting ability is Intelligence, 
  Wisdom, or Charisma when you cast it with 
  this feat (choose when you gain the feat). 
  • You can manifest protective wings that can 
  shield you or others from attacks. When you or 
  another creature you can see within 5 feet of 
  you is hit by an attack roll, you can use your 
  reaction to manifest spectral wings from your 
  
   
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  back for a moment. Roll a d4 and grant a bonus 
  to the target’s AC equal to the number rolled 
  against that attack roll, potentially causing it to 
  miss. You can use this reaction a number of 
  times equal to your proficiency bonus, and you 
  regain all expended uses when you finish a 
  long rest. 
  Gift of the Gem Dragon 
  You’ve manifested some of the power of gem 
  dragons, granting you the following benefits: 
  • Increase your Intelligence, Wisdom, or 
  Charisma score by 1, to a maximum of 20. 
  • When you take damage from a creature that is 
  within 10 feet of you, you can use your 
  reaction to emanate telekinetic energy. The 
  creature that dealt damage to you must 
  succeed on a Strength saving throw (DC equals 
  8 + your proficiency bonus + the ability 
  modifier of the score increased by this feat) or 
  take 2d8 force damage and be pushed 10 feet 
  away from you. You can use this reaction a 
  number of times equal to your proficiency 
  bonus, and you regain all expended uses when 
  you finish a long rest. 
  Spells 
  This section contains new spells that the DM 
  may add to a campaign, making them available 
  to player characters and monster spellcasters 
  alike. The Spells table lists the new spells, 
  ordering them by level. The table also notes the 
  school of magic of a spell, whether it requires 
  concentration, whether it bears the ritual tag, 
  and which classes have access to it. 
  Draconic Transformation 
  7th-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a statuette of a dragon, 
  worth at least 500 gp) 
  Duration: Concentration, up to 1 minute 
  With a roar, you draw on the magic of dragons to 
  transform yourself, taking on various draconic 
  features. You gain the following benefits until the 
  spell ends: 
  • You have blindsight with a range of 30 feet. 
  Within that range, you can effectively see 
  anything that isn’t behind total cover, even if 
  you’re blinded or in darkness. Moreover, you 
  can see an invisible creature, unless the 
  creature successfully hides from you. 
  • Incorporeal wings sprout from your back, 
  giving you a flying speed of 40 feet. 
  • When you cast this spell, and as a bonus action 
  on subsequent turns for the duration, you can 
  exhale a breath of shimmering energy in a 30-
  foot cone. Each creature in the area must make 
  a Dexterity saving throw, taking 3d8 force 
  damage on a failed save or half as much 
  damage on a successful one. 
  Fizban’s Platinum Shield 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a platinum-plated dragon 
  scale, worth at least 500 gp) 
  Duration: Concentration, up to 1 minute 
  You create a field of silvery light that surrounds 
  a creature of your choice within range (you can 
  choose yourself). The field sheds dim light out to 
  5 feet.  
  Spells 
  Level 
  Spell 
  School 
  Conc. 
  Ritual 
  Class 
  2nd 
  Icingdeath’s Frost 
  Evocation 
  No 
  No 
  Sorcerer, Wizard 
  2nd 
  Nathair’s Mischief 
  Illusion 
  Yes 
  No 
  Bard, Sorcerer, Wizard 
  3rd 
  Flame Stride 
  Transmutation 
  Yes 
  No 
  Artificer, Ranger, Sorcerer, Wizard 
  4th 
  Raulothim’s Psychic Lance 
  Enchantment 
  No 
  No 
  Bard, Sorcerer, Warlock, Wizard 
  5th 
  Summon Draconic Spirit 
  Conjuration 
  Yes 
  No 
  Druid, Sorcerer, Wizard 
  6th 
  Fizban’s Platinum Shield 
  Abjuration 
  Yes 
  No 
  Sorcerer, Wizard 
  7th 
  Draconic Transformation 
  Transmutation 
  Yes 
  No 
  Druid, Sorcerer, Wizard 
   
  
   
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   As a bonus action on subsequent turns, you 
  can move the field to another creature within 60 
  feet of the field.  
   The creature protected by the field gains the 
  following benefits:  
  • The creature has half cover.  
  • The creature has resistance to acid, cold, fire, 
  lightning, and poison damage. 
  • If the creature is subjected to an effect that 
  allows it to make a Dexterity saving throw to 
  take only half damage, the creature instead 
  takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails. 
  Flame Stride 
  3rd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  The billowing flames of a dragon cover your feet, 
  granting you explosive speed. For the duration, 
  your speed increases by 20 feet and moving 
  doesn’t provoke opportunity attacks.  
   When you move within 5 feet of a creature or 
  object that isn’t being worn or carried, it takes 
  1d6 fire damage from your trail of heat. A 
  creature or object can take this damage only 
  once during a turn. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, increase 
  your speed by 5 feet for each spell slot level 
  above 3rd. Additionally, the spell deals an 
  additional 1d6 fire damage for each slot level 
  above 3rd. 
  Icingdeath’s Frost 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: S, M (a vial of meltwater)  
  Duration: Instantaneous 
  A burst of icy cold energy emanates from you in 
  a 30-foot cone. Each creature in that area must  
  make a Constitution saving throw. On a failed 
  save, a creature takes 3d8 cold damage and is 
  covered in ice for 1 minute or until a creature 
  uses its action to break the ice off itself or 
  another creature. A creature covered in ice has 
  its speed reduced to 0. On a successful save, a 
  creature takes half as much damage with no 
  additional effects. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, increase 
  the cold damage by 1d8 for each slot level above 
  2nd.  
  Nathair’s Mischief 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a piece of crust from an 
  apple pie) 
  Duration: Concentration, up to 1 minute 
  You fill a 20-foot cube centered on a point you 
  choose within range with fey and draconic 
  magic. Roll on the Mischievous Surge table to 
  determine the magical effect produced. At the 
  start of each of your turns, you can move the 
  cube up to 10 feet and reroll on the table. 
  Mischievous Surge 
  d4 
  Effect 
  1 
  The smell of apple pie fills the air, and each 
  creature in the cube must succeed on a 
  Wisdom saving throw or become charmed by 
  you until the start of your next turn. 
  2 
  Bouquets of flowers appear all around, and 
  each creature in the cube must succeed on a 
  Dexterity saving throw or be blinded until the 
  start of your next turn as the flowers spray 
  water in their faces. 
  3 
  Each creature in the cube must succeed on a 
  Wisdom saving throw or begin giggling until 
  the start of your next turn. A giggling creature 
  is incapacitated and uses all its movement to 
  move in a random direction. 
  4 
  Drops of molasses appear and hover in the 
  cube, turning it into difficult terrain until the 
  start of your next turn.  
  Raulothim’s Psychic Lance 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V 
  Duration: Instantaneous 
  You unleash a shimmering lance of psychic 
  power from your forehead at a creature that you 
  can see within range. Alternatively, you can utter 
  
   
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  the creature’s name. If the named target is 
  within range, it gains no benefit from cover or 
  invisibility as the lance homes in on it. If the 
  named target isn’t within range, the lance 
  dissipates, and the spell slot is not expended. 
   The target must succeed on an Intelligence 
  saving throw or take 10d6 psychic damage and 
  be incapacitated until the start of your next turn. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, the 
  damage increases by 1d6 for each slot level 
  above 4th. 
  Summon Draconic Spirit 
  5th-level conjuration  
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an art object from a 
  dragon’s hoard, worth at least 500 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a draconic spirit. It manifests in an 
  unoccupied space that you can see within range. 
  This corporeal form uses the Draconic Spirit stat 
  block. When you cast this spell, choose a family 
  of dragon: Chromatic, Gem, or Metallic. The 
  creature resembles a dragon of the chosen 
  family, which determines certain traits in its stat 
  block. The creature disappears when it drops to 
  0 hit points or when the spell ends.  
   The creature is an ally to you and your 
  companions. In combat, the creature shares your 
  initiative count, but it takes its turn immediately 
  after yours. It obeys your verbal commands (no 
  action required by you). If you don’t issue any, it 
  takes the Dodge action and uses its move to 
  avoid danger. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 6th level or higher, use the 
  higher level wherever the spell’s level appears in 
  the stat block. 
  Draconic Spirit 
  Large Dragon 
   
  Armor Class 14 + the level of the spell (natural armor) 
  Hit Points 50 + 10 for each spell level above 5th 
  Speed 30 ft., fly 80 ft., swim 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2) 
   
  Damage Resistances (Chromatic and Metallic only) 
  acid, cold, fire, lightning, poison  
  Damage Resistances (Gem only) force, necrotic, 
  psychic, radiant, thunder 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 12 
  Languages Draconic, understands the languages you 
  speak 
  Challenge — 
  Proficiency Bonus equals your bonus
   
  Shared Resistances. When you summon the dragon, 
  choose one of its damage resistances. You have 
  resistance to the chosen damage type until the spell 
  ends. 
  Actions 
  Multiattack. The dragon uses its Breath Weapon, and it 
  makes a number of Bite and Claw attacks equal to half 
  the spell’s level (rounded down). 
  Bite and Claw. Melee Weapon Attack: your spell attack 
  modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + 
  the spell’s level piercing damage. 
  Breath Weapon. The dragon exhales a stream of 
  multicolored energy in a 30-foot cone. Each creature in 
  that area must make a Dexterity saving throw, taking 
  2d6 damage of your choice of a damage type this 
  dragon has resistance to on a failed save, or half as 
  much damage on a successful one. 
   
  
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