| 1 |
Claws Emerge: Fingernails harden and grow into sharp, emerald-hued claws. |
Gain natural weapons: 1d6 slashing damage. However, fine manipulation (writing, lockpicking) becomes harder (Disadvantage). |
| 2 |
Emerald Hunger: The transformation increases your appetite unnaturally. |
You must consume double the food daily or gain 1 level of exhaustion at dawn. |
| 3 |
Wings Sprout Painfully: Small wing stubs emerge but cause discomfort and strain. |
Gain a gliding ability: reduce falling damage by 1d10 per character level, no prone on landing. |
| 4 |
Psionic Aura: Your mind becomes sharper but unstable. |
Gain Resistance to psychic damage, but Disadvantage on Insight checks due to mental overload. |
| 5 |
Tail Growth: A tail forms, throwing off your balance. |
Gain a tail attack (1d8 bludgeoning, reach 10 ft) but suffer Disadvantage on Dexterity checks and saves. |
| 6 |
Emerald Fire: Scales start to shimmer with heat-resistant magic. |
Gain Resistance to fire damage, but take an extra 1d6 psychic damage when failing a Wisdom save. |
| 7 |
Disorienting Breath (Minor): You exhale a burst of psychic energy. |
Once per short rest, exhale a 15-ft cone (Int save DC 13). On a fail, creatures take 3d6 psychic damage and have Disadvantage on their next attack roll. |
| 8 |
Scales Harden: Scales cover more of your body, restricting movement. |
Gain +1 AC but suffer -10 ft to movement speed. |
| 9 |
Paranoia: You begin sensing magical presences constantly, even where none exist. |
Gain the ability to cast Detect Magic once per short rest but must pass a Wisdom save (DC 13) to avoid being overwhelmed by paranoia for 1 minute. |
| 10 |
Dragon Resilience: Resistance to psychic damage, but your body becomes weaker to radiant energies. |
Gain Resistance to psychic damage but Vulnerability to radiant damage. |
| 11 |
Emerald Crown: Crystalline horns grow, making it harder to wear headgear. |
Gain +1 Charisma but can no longer wear helmets or hats. |
| 12 |
Draconic Roar: A terrifying roar frightens enemies but alienates allies. |
As an action, all creatures (including allies) within 30 ft must make a Wisdom save (DC = 8 + Prof Bonus + Cha mod) or be frightened until the end of your next turn. |
| 13 |
Increased Size: Your body grows, but it puts strain on your joints. |
Gain +5 ft of movement but suffer Disadvantage on Dexterity saving throws. |
| 14 |
Dragon’s Wrath: You lose your patience and temper more easily. |
Advantage on Intimidation checks, but you must pass a Wisdom save (DC 12) to avoid escalating conflicts unnecessarily. |
| 15 |
Tunneler’s Instinct: You develop the dragon’s burrowing ability. |
You can burrow at a speed of 10 ft per round through earth, but each use exhausts you (1 level of exhaustion per hour). |
| 16 |
Mystic Bond: Gain telepathic communication, but it starts to intrude on your mind. |
Gain Telepathy (30 ft) but make a Wisdom save (DC 13) after using it or be distracted for 1 hour. |
| 17 |
Enhanced Reflexes: Your reflexes improve, but your reaction to danger becomes instinctive and violent. |
Gain Advantage on Dexterity saves but must attack the nearest hostile creature as a reaction when surprised. |
| 18 |
Lustrous Glow: Scales emit a faint light, making stealth difficult. |
Emit dim light in a 10-ft radius (cannot be suppressed), and suffer Disadvantage on Stealth checks. |
| 19 |
Emerald Psionics: Your mental abilities awaken, but they sap your energy. |
Gain the ability to cast Mage Hand and Minor Illusion at will, but lose 2 HP each time you use these abilities. |
| 20 |
Full Transformation: Complete the evolution into a majestic Emerald Dragon, losing some of your humanity. |
Gain Dragon Shape (Polymorph into Young Emerald Dragon once per long rest) but suffer -2 Charisma permanently due to alien behavior. |