Dragonkin have darkvision to 80 feet. Draconic Ancestry: You can breathe fire in a 15-foot cone, and are resistant to fire damage. DC against breath weapon is 8+Con Mod+Proficiency Bonus. 2d6 damage on failed save, half damage on a successful save. Additionally, the fire continues to burn until the subject is either immersed in water or the flames are otherwise smothered. Damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th. You can only use your breath weapon once per short or long rest, but gain an additional use at 6th, 11th, and 16th level. Draconic Intimidation: Advantage on Intimidation checks. Scaled Hide: Damage done by grappling, punching, bludgeoning, piercing, and slashing weapons is reduced by 1 to a minimum of 1. Draconic Constitution: You have advantage against poison, and gain resistance against poison damage. Additionally, the effects of any poison have their duration halved. Winged: You possess large, membranous wings. You have a fly speed of 25 ft, provided you are not encumbered and wearing medium armor or lighter. In order to take flight, you must spend a round running in a straight line in order to gain lift. Psychological Compulsion (Hoarding): Dragonkin have inherited the dragon's desire for riches. Should they come into possession of material wealth (coin, jewels, precious metals), they feel compelled to keep a tenth of the treasure as part of their hoard. Each dragonkin may maintain one or more hiding places for their hoard, or may carry it on their person. Should the dragonkin be forced to surrender a portion of its hoard, it will only do so if passes a Wisdom save at disadvantage. Bonus Feat: Choose a Feat from Alert, Dragon Hide, Dungeon Delver, Durable, Keen Mind, Linguist, Magic Initiate, Mobile, Observant, Resilient, Savage Attacker, and Tough.
Languages. Draconic, and whatever other language the Dragonkin may have picked up in his studies or travels.