TEXT: The Dragon Shaman
  A powerful, elemental class for the world’s greatest roleplaying game.
  “NO, I WOULD NOT WANT TO LIVE IN A WORLD WITHOUT DRAGONS, AS I WOULD NOT WANT TO LIVE IN A WORLD
  WITHOUT MAGIC, FOR THAT IS A WORLD WITHOUT MYSTERY, AND THAT IS A WORLD WITHOUT FAITH. AND THAT,
  I FEAR, FOR ANY REASONING, CONSCIOUS BEING, WOULD BE THE CRUELEST TRICK OF ALL.”
  —R.A. Salvatore, Drizzt Do’Urden “Streams of Silver”
  by JASON MENDELL
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
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  Content Agreement for Dungeon Masters Guild
  
  Dragon Shaman
  A
  gleaming, bronze dragonborn dashes through
  the entrance to the mine and into a group of
  kobolds. Swinging his gigantic warhammer, the
  bodies of half a dozen mongrels are sent
  careening through the air. Terror frozen on their
  faces, they have never experienced this type of
  raw power before.
  Her hands reach over the face of the cliff, and the dwarf’s
  massive arms easily launch her over to rejoin the battle. The
  wyvern’s poison never even slows the powerful charge of this
  stocky challenger as she launches a javelin mid-run. Batting
  the attacking tail aside as she closes in on the magnificent
  beast, the nearby farmer paid well for his livestock’s
  protection, and he would get his money’s worth.
  The first bolt from his heavy crossbow fired from the lip of
  the volcano gets its attention. The second gets its ire.
  However, the half-orc only laughs as the red dragon opens its
  ancient maw. Fire brewing at the back of the great red wyrm’s
  throat, the chuckle turns into a challenging shout as he
  readies himself for the onslaught of flame. The dragon’s
  breath would be a nice warm up before the real fight begins.
  Might of the Draconic
  Empires crumble, eons pass, and even gods wither and die,
  but dragons remain. Mortal but eternal, the face of true
  dragons weather the roll of the ages because of their
  unsurpassed might. Few creatures can match a dragon in its
  full fury, whether in a combat of arms or battle of wits.
  Dragon shamans recognize this fact and see true dragons as
  more than powerful beings. To a dragon shaman, the passing
  shadow of a dragon flying overhead isn’t a sign that invokes
  fear. It’s a blessing that reveals you to be in the presence of
  greatness.
  Dragon shamans respect true dragons as power incarnate.
  Some worship wyrms, but most simply aspire to gain dragon
  powers for themselves. In assuming the abilities and likeness
  of a dragon, a dragon shaman seeks to emulate that might
  and embody that power within themselves.
  One with Wyrms
  The struggle to obtain the power of a true dragon is one fret
  with dangerous environments and malicious foes. This is why
  dragon shamans are few and far between in the world.
  Acquiring even a fraction of a connection to dragonkind is
  notoriously rare, but those who do accomplish this feat are
  truly blessed. Whether they delve into the depths of a long-
  lost citadel to parley with a gold dragon: treasure and loyalty
  for power. Or she combs through ancient lore and spellbooks
  in a grand library for some forgotten magic or arcane word of
  power to summon the spirit of an ancient wyrm from
  centuries past. Or he spends his last dime to track down a
  pittance of dragon blood to perform a profane ritual to imbibe
  him with terrible draconic traits. It is never easy. It is never
  truly safe. However, the strife is worth the reward.
  Due to the drastic measures which are often taken to
  acquire their powers, most dragon shamans find themselves
  adventuring throughout the world. Their goals can be a
  simple as protecting the truly good against evil dragonkin or
  collecting treasure from bandits on the well-traveled roads.
  Often times, those who share magic with a dragon patron are
  sent on to complete tasks by that very same wrym. The
  shaman will seek out lost draconic children or reclaim a
  powerful magical item. Those who obtain their power
  through non-bargaining means seek out to display their skills
  to any who will bear witness. This drive leads to great heroes
  and even worse villains.
  Creating a Dragon Shaman
  When creating a dragon shaman character, think about
  where your character comes from and his or her place in the
  world. Talk with your DM about an appropriate origin for your
  dragon shaman. Are you searching for rumored treasure
  among the local ruins? Or have you been motivated to come
  to a distant land to spread the tales of your greatness and
  display your abilities? Are you searching for a dragon whose
  name is but a whisper among the great scholars of your time?
  Where are you from? Is it a tropical paradise with a vast
  cave housing a benevolent gold dragon? Is it a storm-ridden
  mountain range home to an army of kobolds that frequently
  raid the surrounding villages? Or do you hail from the frozen
  Northlands that is home to a tribe of treasure hunters that
  scour the glaciers for relics in icy tombs? Maybe you were the
  upstart hero of a tiny village in the plains of the Green Lands
  needing to stretch your wings and travel the wide world?
  Quick Build
  You can make a dragon shaman quickly by following these
  suggestions. First, put your highest ability score the Strength,
  followed by Charisma. Second, chose the outlander
  background.
  Class Features
  As a dragon shaman, you gain the following class features
  Hit Points
  Hit Dice: 1d10 per level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier level after 1st
  Proficiencies
  Armor: Light & Medium Armor, Shields
  Weapons: Simple Weapons, Martial Weapons
  Tools: None
  Saving Throws: Strength, Constitution
  Skills: Choose two from Animal Handling, Arcana, Athletics,
  Intimidation, Perception, Persuastion, and Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  2
  THE DRAGON SHAMAN
  
  Totem Dragon
  Dragon Color
  Damage/Immunity
  Breath Weapon
  Adaptation
  Brass
  Fire
  5 by 30 ft line (Dex save)
  Speak with Animals
  Bronze/Blue
  Lightning
  5 by 30 ft line (Dex save)
  Water Breathing
  Copper/Black
  Acid
  5 by 30 ft line (Dex save)
  Spider Climb
  Gold/Red
  Fire
  15 ft cone (Dex save)
  Speak with Animals
  Green
  Poison
  15 ft cone (Con save)
  Locate Objects
  Silver/White
  Cold
  15 ft cone (Con save)
  Icewalker
  (a) a heavy crossbow and 20 bolts or (b) a spear or trident
  (a) a martial weapon and shield or (b) a two-handed
  martial weapon
  (a) a light crossbow and 20 bolts or (b) five javelins
  (a) a dungeoneer's pack or (b) an explorer's pack
  Totem Dragon
  You channel the powers of the mighty dragon to enhance key
  attributes that you possess. Choose one dragon type from the
  Totem Dragon 
   
   table. You  gain  additional  class s kills  based  on
  the  dragon  you  select  as  your  totem.
  Might
  At 1st level, the titanic power of ancient wyrms eliminates
  your burdens and enables you to power through physical
  attacks with ease. You can choose to utilize your Strength
  modifier in place of your Dexterity modifier for calculating
  your AC while wearing armor. Additionally, you double your
  carrying capacity.
  Starting at 20th level, your body is granted supernatural
  might like the dragons you embody. Your Strength is
  increased by +4 and can go up to a maximum of 24.
  Draconic Traits
  You channel the powers of mighty dragons to enhance key
  attributes that you possess.
  At 1st level, the unshakable will of dragonkind pushes all
  terror away from you mind and makes you Fearless. You
  become immune to fear of all kinds: normal or magical.
  At 4th level, the awe-inspiring Presence of dragonkind
  flows outward through your words. You gain advantage on
  Intimidation or Persuasion checks. You must choose one or
  the other when you obtain this ability.
  At 7th level, the inherent Adaptation to the very force of
  nature your totem dragon exemplifies forever alters your
  place in the world. You gain resistance to the energy type
  associated  with  your  totem  dragon.    See  the Damage/
  Immunity 
   
  column 
   
  in 
   
  the 
   
   
  Totem Dragon 
   
  table. 
   
   If 
   
  you
  have  resistance  to  that  damage  type  already,  choose  one 
  other energy 
   
  from 
   
  the 
   
  other 
   
  damage 
   
  types 
   
  listed.
  Additionally, you gain a special ability associated with your
  totem dragon. All special abilities are permanent and can be
  utilized  at  will.   See  the  Adaptation 
   column 
   in 
   the 
   Totem 
  Dragon 
   table.
      At  11th  level,  the  unyielding  Resolve  that  exists 
   within 
   all
  dragonkind  fills  your  spirit.   You  gain 
   immunity 
   to paralysis
  and  sleep  effects.
      At  15th  level, the  unassailable  Immunity  to  Energy  that
  varies  between  dragons  covers  your  form.   You 
   gain 
  immunity to 
   
  the 
   
  energy 
   
  type 
   
  associated 
   
  with 
   
  your
   
  totem
   
  dragon. 
   
  See 
   
  the Damage/Immunity 
   
  column 
   
  in 
   
  the 
   
  Totem 
   
  Dragon 
   
  table.
  At 17th level, the unearthly Vigor that all dragonkind bask
  in keeps your physical shell uncracked. Your aging slows
  down dramatically, increasing your lifespan by 1,000 years.
  Spellcasting
  At 2nd level, you have learned to draw on arcane magic
  through your connection to dragonkind to cast spells as a
  sorcerer does. See the dragon shaman spell list at the end of
  the document.
  Preparing and Casting Spells
  The Dragon Shaman table shows how many spell slots you
  have to cast your spells. To cast one of your dragon shaman
  spells of 1st level or higher, you must expend a slot of the
  spell's level or higher. You regain all expended spell slots
  when you finish a long rest.
  You prepare the list of dragon shaman spells that are
  available for you to cast, choosing from the dragon shaman
  spell list. When you do so, choose a number of dragon
  shaman spells equal to your Charisma modifier + half your
  dragon shaman level, rounded down (minimum of one spell).
  The spells must be of a level for which you have spell slots.
  For example, if you are a 5th-level dragon shaman, you
  have four 1st-level and two 2nd-level spell slots. With a
  Charisma of 14, your list of prepared spells can include four
  spells of 1st or 2nd level, in any combination. If you prepare
  the 1st-level spell detect magic, you can cast it using a 1st-
  level or a 2nd-level slot. Casting the spell doesn't remove it
  from your list of prepared spells.
  You can change your list of prepared spells when you finish
  a long rest. Preparing a new list of dragon shaman spells
  requires time spent in meditation: at least 1 minute per spell
  level for each spell on your list.
  Spellcasting Ability
  Charisma is your spellcasting ability for your dragon shaman
  spells, since the power of your magic relies on your ability to
  project your will into the world. You use your Charisma
  whenever a spell refers to your spellcasting ability. In
  addition, you use your Charisma modifier when setting the
  saving throw DC for a dragon shaman spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Charisma modifier
  3
  THE DRAGON SHAMAN
  
  The Dragon Shaman
  Level
  Proficiency Bonus
  Features
  1st 2nd 3rd 4th 5th
  1st
  +2
  Totem Dragon, Might, Draconic Trait (Fearless)
  2nd
  +2
  Spellcasting, Mark of the Dragon
  3rd
  +2
  Draconic Pursuit, Influence Environment (Minor)
  4th
  +2
  Ability Score Improvement, Draconic Trait (Presence)
  5th
  +3
  Extra Attack, Fast Movement
  6th
  +3
  Pursuit Feature
  7th
  +3
  Draconic Trait (Adaptation)
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Influence Environment (Moderate)
  10th
  +4
  Pursuit Feature, Frightful Presence (10 ft)
  11th
  +4
  Draconic Trait (Resolve), Mark of the Dragon (Energy Attack)
  12th
  +4
  Ability Score Improvement
  13th
  +5
  ─
  14th
  +5
  Pursuit Feature
  15th
  +5
  Draconic Trait (Immunity), Influence Environment (Major)
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Draconic Trait (Vigor)
  3
  18th
  +6
  Pursuit Feature
  3
  19th
  +6
  Ability Score Improvement
  3
  20th
  +6
  Might (+4 Str), Frightful Presence (30 ft)
  3
  Spell attack modifier = your proficiency bonus + your
  Charisma modifier
  Spellcasting Focus
  You can make a dragon shaman quickly by following these
  suggestions. First, put your highest ability score the Strength,
  followed by Charisma. Second, chose the outlander
  background.
  Mark of the Dragon
  At 2nd level, the powerful life-force of dragonkind permeates
  through your veins. Your touch can deal elemental damage to
  creatures. The amount of damage your character can do to
  creatures is equal to your class level times five. This damage
  can be spent all at once or in concentrated bursts. When you
  use this feature, the target creature must make a Constitution
  DC save equal to your spellcasting ability save. On a
  successful save, the creature only takes half damage. See the
  Damage/Immunity column in the Totem Dragon table for the
  type of damage dealt.
  Mark of the Dragon damage points regenerate after a long
  rest.
  Beginning at 11th level, the elemental power that you
  exude is so potent that it is channeled through every blow.
  Whenever you hit with an unarmed strike or melee/thrown
  weapon, you deal an additional 1d8 elemental damage. The
  damage type of this ability is determined by your totem
  dragon. See the Damage/Immunity column in the Totem
  Dragon table.
  Draconic Pursuits
  At 3rd level, you choose a pursuit that your character
  dedicates his/her life. Choose Dragonformer, Dragonjumper
  (Dragoon), Dragonrider, or Dragonslayer, all detailed at the
  end of the class description. The pursuit you choose grants
  you features at 3nd level and again at 6th, 10th, 14th, and
  18th level.
  Influence Environment
  At 3rd level, you begin to gain specific magical abilities
  determined by your totem dragon that shapes the area
  around you to your will. The first ability is a minor effect. At
  9th level, you gain a moderate effect. At 15th level, you gain a
  major effect. Theses spells do not count towards your spell
  slots that you have for the day. Each of these spells can only
  be used once before requiring a long rest to restore their
  power.
  4
  THE DRAGON SHAMAN
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  3
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  1
   4
  3
  3
  1
   4
  3
  3
  2
   4     3
  3
  2
  
  Minor: Entangle (Brass/Green), Create or Destroy Water
  (Bronze/Blue), Grease (Copper/Black), Faerie Fire
  (Gold/Red), Fog Cloud (Silver/White)
  Moderate: Wall of Thorns (Brass/Green), Control Water
  (Bronze/Blue), Wall of Stone (Copper/Black), Wall of Fire
  (Gold/Red), Wall of Ice (Silver/White)
  Major: Control Plants (Brass/Green), Tsunami
  (Bronze/Blue), Earthquake (Copper/Black), Sunburst
  (Gold/Red), Control Weather (Silver/White)
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on you turn.
  Fast Movement
  Starting at 5th level, your speed increases by 10 feet while
  you are not wearing heavy armor.
  Frightening Presence
  At 10th level, the frightful essence of dragonkind fuses with
  your soul. Your body emits an aura of fear that shakes the
  courage of all enemies that come close to you. All opponents
  within a radius of 10 feet become shaken for 1 minute. The
  effect is negated by a Wisdom save (DC is equal to 8 + your
  proficiency bonus + your Charisma modifier). A successful
  save indicates that the opponent is immune to your frightful
  presence for 24 hours.
  At 20th level, this aura’s radius increases to 30 ft.
  Draconic Pursuits
  Four pursuits are most prevalent when following the desires
  of the ancient wyrms. The passion for the abilities of
  dragonkind usually stems from vastly different goals:
  Ascension, mobile combat, partnership, or destruction.
  Dragonformer
  The pursuit of a Dragonformer follows the path to becoming
  as close to a true dragon as humanly possible. Those who
  delve into this pursuit use magical energy to gain even more
  attributes that true dragons possess making themselves
  dragon incarnate.
  Draconic Scales
  Beginning when you chose this pursuit at 3nd level, your
  character starts the process of becoming more physically like
  a dragon by growing scales. You gain the ability to shrug off
  magical effects. You can your of your Charisma modifier
  (minimum of 1) to saving throws in which you are not
  proficient.
  Additionally, when you fail to make a saving throw, you can
  use your reaction and choose to succeed instead. This ability
  can only be used again after a long rest.
  Breath Weapon
  Starting at 6th level, you can use your action to exhale
  destructive energy. Your totem dragon 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 totem dragon. The DC for this
  saving throw equals 8 + your Charisma modifier + your
  proficiency bonus. A creature takes 6d6 damage on a failed
  save, and half as much damage on a successful one. The
  damage increases to 8d6 at 11th level and 10d6 at 16th level.
  After you use your breath weapons, you can’t use it again
  until you complete a short or long rest. Additionally, if your
  character already has a breath weapon of the same type, then
  the damage of your breath weapon goes up by an additional
  1d6. The damage type for this ability is determined by your
  totem dragon. See the Damage/Immunity column in the
  Totem Dragon table.
  Alternate Form
  Starting at 10th level, you can utilize the dragonkind’s ability
  to freely change their form. You can assume any animal or
  humanoid form of Medium size or smaller. This ability
  functions as the polymorph spell cast on themselves at its
  caster level. However, you do not acquire the hit points of the
  creature you have transformed into. Your hit points remain
  the same. You can assume this form for 1 hour. This ability
  does not towards your spell slots allotted for the day. A long
  rest must be completed before performing this action again.
  Draconic Wings
  Starting at 14th level, you grow a pair of wings that resemble
  those of your totem dragon. They allow flight at a speed of 60
  feet (good maneuverability). You can even fly while carrying a
  medium load, though your fly speed drops to 40 feet in this
  case.
  Energy Aura
  Starting at 18th level, an aura of energy surrounds you and
  inflicts harm on those who would harm you. Any creature
  striking you with a natural attack or a nonreach melee
  weapon must make a Dexterity DC save. On a failed save, the
  creature is dealt elemental damage equal to 2d6. On a
  successful save, they take half damage. This damage type is
  determined by your totem dragon. See the Damage/Immunity
  column in the Totem Dragon table.
  Dragonjumper (Dragoon)
  The pursuit of a Dragonformer follows the path to becoming
  as close to a true dragon as humanly possible. Those who
  delve into this pursuit use magical energy to gain even more
  attributes that true dragons possess making themselves
  dragon incarnate.
  5
  THE DRAGON SHAMAN
  
  Draconic Gambol
  Beginning when you chose this pursuit at 3rd level, your
  character gains the ability to perform jumps that defy the
  limitations of a mortal form. You gain the following benefits:
  Failing to move 10 feet before jumping no longer causes
  you to travel half the distance.
  Your standing high jumps have no limitation.
  Standing up from being prone no longer costs you any
  additional movement.
  Lancer
  Starting at 3rd level, you become specialized in the art of
  attacking with longer weaponry. You gain +2 to damage rolls
  for attacks made with the following weapons: Glaive, halberd,
  lance, pike, spear, and trident.
  You can also utilize the versatile damage for a spear and
  trident when throwing these weapons. Finally, you do not
  suffer disadvantage from utilizing the long range of a thrown
  weapon.
  Dragoon Arts
  Starting at 6th level, you gain access to specialized
  techniques that incorporate the high-flying combat style of
  this pursuit. They are as follows:
  Gae Bulg: You can choose to jump into the air and dive
  down on top of a creature in an attempt to deliver a powerful
  downward strike. Using an action, make a standing high-jump
  check. After you reach the apex of the leap, you then can use
  a little bit of draconic magic to rocket yourself towards a foe
  that you can see within 30 feet. Make an attack roll. If
  successful, you deal an additional 1d6 damage per 10 feet
  traveled (rounded down) into the air. The minimum damage
  bonus for this ability is 1d6.
  Gungir: You can choose to jump into the air and launch a
  weapon at an unsuspecting creature. Using an action, make a
  standing high-jump check. After you reach the apex of the
  leap, you can make a thrown attack with one of the weapons
  from your Lancer trait. Choose a creature within 60 feet of
  your location. You have advantage on this attack and it is
  treated as an automatic critical strike if it lands. The foe that
  is struck by this ranged attack has their speed reduced to 0
  until the start of your next turn. After you make an attack, you
  can use a little bit of draconic magic to rocket yourself back to
  the ground. You can travel to any unoccupied spot within 30
  feet of your location.
  Slow Fall
  Beginning at 6th level, you can use your reaction when you
  fall to reduce any falling damage you take by an amount equal
  to five times your dragon shaman level.
  Draconic Upsurge
  Beginning at 10th level, the power of your jumping ability
  increases dramatically. You can choose to make a Strength
  (Athletics) check in place of your Strength modifier when
  making a jump. Whatever you roll is the distance you travel in
  feet.
  Pole Vaulter
  Beginning at 14th level, you gain double your proficiency
  bonus to any Athletic (Strength) checks made for jumping as
  long as you are wielding one of the weapons from your
  Lancer trait.
  Advanced Dragoon Combat
  Starting at 18th level, you can cast the jump and levitate
  spells as a bonus action.
  Additionally, the travel distance for your Gae Bulg and
  Gungir techniques are doubled. This means that you can
  attack an enemy within 60 feet of you with Gae Bulg or move
  60 feet after making an attack with Gungir.
  Your regular thrown weapon and Gungir range is increased
  to 120 feet.
  Dragonrider
  The pursuit of a Dragonrider is one of shared journey
  between you and dragonkind. Those who delve into this
  pursuit gain a draconic ally whose power grows with the
  dragon shaman.
  Pseudodragon Familiar
  Beginning when you choose this pursuit at 3rd level, you gain
  a pseudodragon familiar (the same color as your totem
  dragon) that aids you in combat and follows your commands.
  It functions just like the Find Familiar spell, except it can
  attack. If your pseudodragon dies, it will turn back into an egg
  and then hatch 8 hours later into another one. (See the
  Pseudodragon entry in the Monster Manual)
  Dragonrider Armor
  Starting at 6th level, you learn a ritual that creates a magical
  bond between yourself and one armor. You can perform the
  ritual over the course of 1 hour, which can be done during a
  short rest. The armor must be within your reach throughout
  the ritual, at the conc1usion of which you touch the weapon
  and forge the bond.
  As long as the armor is on the same plane of existence as
  you, it can be instantly summoned to your body. This bond
  also grants you the effects of Feather Fall if you fall more than
  5 feet and advantage to Wisdom (Animal Handling) checks
  made by you to control your dragon while wearing this armor.
  Additionally, your maximum Dexterity or Strength modifier
  increases by 2 (to 4) while calculating your AC when bonded
  to this armor.
  You can have up to two bonded armors, but can summon
  only one at a time with your bonus action. If you attempt to
  bond with a third armor, you must break the bond with one of
  the other two.
  Wyvern Companion
  Starting at 10th level, the shared experience and power
  between you and your pseudodragon transforms that
  creature into a wyvern. This creature will serve as your
  mount, follow your commands, and shares the alignment of
  your totem dragon. Additionally, the telepathic link remains
  permanent and your touch attack can still be delivered
  through your new companion. If your wyvern dies, it will turn
  back into an egg and then hatch 8 hours later into another
  one.
  6
  THE DRAGON SHAMAN
  
  This creature functions just like the Ranger Companion in
  the Beast Master Archetype. (See wyvern in the Monster
  Manual).
  The companion obeys your commands as best as it can. It
  rolls for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your companion acts on its own.
  The animal companion loses its Multiattack action. You
  cannot apply your proficiency bonus to any of the creature’s
  attack or damage rolls.
  Expert Dragonriding
  Starting at 14th level, the connection between you and your
  dragonkind creature becomes even stronger. The pair of your
  actions meld into perfect unison. While mounted and rolling
  the initiatives for both yourself and your companion, use the
  higher roll for both characters and ignore the other.
  Additionally, you gain the Mounted Combatant feat and can
  utilize a bonus action to command your mount to Dash,
  Disengage, or Dodge.
  True Dragon Mount
  Starting at 18th level, the shared experience and power
  between you and your wyvern transforms that creature into a
  young true dragon that matches your totem dragon. You
  maintain your telepathic and touch attack connection. If your
  dragon dies, it will turn back into an egg and then hatch 8
  hours later into another one.
  This creature functions just like the Ranger Companion in
  the Beast Master Archetype. (See dragons in the Monster
  Manual)
  The companion obeys your commands as best as it can. It
  rolls for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your companion acts on its own.
  The animal companion loses its Multiattack action.
  Additionally, you cannot apply your proficiency bonus to any
  of the creature’s attack or damage rolls.
  Dragonslayer
  The pursuit of a Dragonslayer channels the abilities of the
  dragon to become their most feared adversary. Those who
  delve into this pursuit use the acquired abilities to seek out
  and destroy dragon-like creatures of all types.
  Eldritch Protection
  Beginning when you choose this pursuit at 3nd level, you gain
  magical protection from harm much like true dragons. You
  gain resistance to piercing, bludgeoning, and slashing
  damage from non-magic weapons.
  Unseen by Wyrms
  Starting at 6th level, you gain the ability to become harder to
  detect by dragons. Dragonkind and creatures that are at least
  one size category larger than you have disadvantage when it
  comes to Wisdom (Perception) and Intellect (Investigation)
  checks made to detect your character.
  Weak Spot
  Starting at 10th level, the will to destroy dragonkind and
  aptitude for hunting heavily armored foes makes your attacks
  more harmful to dragon-like and other tough creatures. When
  attacking a creature with natural armor, you can choose to
  ignore an amount of that creature’s AC equal to your
  Charisma modifier.
  Dragon Piercer
  Starting at 14th level, your efficiency for dispatching
  dragonkind soars to a whole new level based on your
  experience with the creatures. Your critical strike range
  increases to 19-20. Additionally, you gain an additional
  damage die for critical hits versus dragonkind.
  The Bigger They Are
  Starting at 18th level, you channel the titanic strength of
  dragonkind to enhance your strikes against larger foes. Your
  attacks with unarmed strikes, melee weapons, and thrown
  weapons deal an additional 1d12 damage against any
  creature at least one size category larger than your character.
  7
  THE DRAGON SHAMAN
  
  Dragon Shaman Spells
  A list of spells that the dragon shaman can cast.
  1st Level
  Chromatic Orb
  Color Spray
  Comprehend Languages
  Detect Magic
  Disguise Self
  Expeditious Retreat
  Feather Fall
  Jump
  Silent Image
  Sleep
  2nd Level
  Alter Self
  Blindness/Deafness
  Blur
  Darkness
  Darkvision
  Detect Thoughts
  Enhance Ability
  Hold Person
  Knock
  Invisibility
  Levitate
  Mirror Image
  See Invisibility
  Suggestion
  3rd Level
  Clairvoyance
  Counterspell
  Daylight
  Dispel Magic
  Fear
  Fly
  Haste
  Major Image
  Protection from Energy
  Slow
  Tongues
  4th Level
  Banishment
  Confusion
  Greater Invisibility
  Hallucinatory Terrain
  Polymorph
  Stoneskin
  5th Level
  Animate Objects
  Domniate Person
  Legend Lore
  Locate Creatures
  Scrying
  Seeming
  Telekinesis
  8
  THE DRAGON SHAMAN
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Jason Mendell - Dragon Shaman Class.pdf