// Fused ancestry + class

Dragon

Inspired by Rifts Ultimate Edition (RCC) CHA-key requires the Dragon Hatchling ancestry

Overview

The Dragon is the youngest member of an apex species learning to be what it already is. A hatchling is born stronger, tougher, and more magical than any human — it breathes destruction, shrugs off blows that would kill a soldier, and can fold its immensity into a mortal shape to walk unseen among the people it could so easily destroy. This class is the first twenty levels of that ascent.

The Dragon is a class fused to the Dragon Hatchling ancestry — the class is available only to that ancestry, and that ancestry must take this class. You live as a dragon, stay Medium at all levels (your power grows, not your footprint), and are a physical + breath + resilience powerhouse with light innate magic rather than a full caster.

Rifts dragons are deliberately a grab-bag — every dragon type has a different spread of powers, and each gains more with age. So this Dragon grows into itself by choosing which powers to develop: a lean automatic core keeps you a dragon, while a build-a-dragon menu lets you decide what kind. Two level-12 dragons can look nothing alike.

Your durability is your Resistance, not armor or inflated HP. Per the megadamage rules (full RAW) it reduces all damage — a save only sets the amount, it doesn't bypass. You're still beatable: overwhelming raw firepower spills past your Resistance, and a Mindbreaker ignores it entirely by controlling you (a stun or dominate deals no damage to soak) or with its Psi-Edge Mind Bolt. (Anti-armor Penetrating rounds don't help — Penetrating defeats armor Hardness, not a creature's hide.) That's the deliberate balance for an otherwise very strong chassis.

At a glance

Key abilityCHA — a dragon's power is presence and will
Class DCCHA (breath weapon, Frightful Presence, Line effects)
Hit Points10 + CON per level
Focus pool1 at L1 → 2 at L5 → 3 at L9 — powers the Breath Weapon; Refocus restores it
Key skillsArcana, Diplomacy + 3 chosen (Intimidation is trained via the ancestry)
PerceptionExpert at L1 → Master at L7 → Legendary at L15
SavesFort Expert / Ref Trained / Will Expert at L1. Fort Master at L9. Ref Expert at L11. Will Master at L13.
WeaponsTrained in simple, martial, and natural attacks (jaws, claws, tail). Expert at L5, Master at L13, Legendary at L19.
ArmorUnarmored only (you wear scales). Unarmored defense: Expert at L5, Master at L13, Legendary at L19.
Class featsEven levels (2–20) — active draconic tricks
Draconic EvolutionsOdd levels (1–19) — growth picks from the Evolution menu (universal + your Dragon Line)
Signature systemsDragon Hatchling (fused) · Megadamage & Hardness · Magic & Psionics

The core dragon floor

Every dragon has these, no matter how it builds — the irreducible "you are a dragon," alongside the proficiency progression above. Everything else is a choice from the menus further down.

  • True Form. You are a dragon at all times — you have no mortal disguise unless you take the Two Forms Evolution. In your true form you have your natural attacks (jaws, claws, tail if taken), your Breath Weapon, Draconic Resilience, and any Evolutions you've taken. You can roughly manipulate objects with your claws but can't wield most two-handed or fine gear, and you can't pass as an ordinary creature.
  • Draconic Focus. You have a focus pool that powers your Breath Weapon: 1 Focus Point at L1, 2 at L5, 3 at L9. Restore it by Refocusing (10 minutes attuning to your draconic nature). The Two Forms and Draconic Spellcraft Evolutions draw on this same pool — they don't grant their own, so investing in them competes with how often you breathe.
  • Breath Weapon. Costs 1 Focus Point. Your breath's damage type is set by your Dragon Line. Exhale a cone; each creature takes the damage on the progression table (basic Reflex save vs. your class DC). Damage and area scale automatically — you don't spend Evolutions on the base breath; Breath Evolutions and feats add extras on top. Dragon form only.
  • Draconic Resilience. Your scales grant Resistance to physical damage and to your breath's damage type. An automatic floor scales slowly: 2 at L1, 3 at L5, 4 at L9, 5 at L13, 6 at L17 (9 at the L20 capstone). The Hardened Scales Evolution and your Line push it higher and broaden the types. Per the megadamage rules it reduces all damage (a save only sets the amount); foes get through with overwhelming raw damage, with Psi-Edge attacks (psi-sword / Mind Bolt), or with non-damaging control — Penetrating does not reduce Resistance. Works in both forms.
  • Innate Cantrip. You know one cantrip as an at-will innate spell-like (Charisma; arcane or occult). More cantrips and a little real spellcasting come from the Sorcery Evolution track.
  • Draconic Pride. Every feature, Evolution, and Line effect with a class DC uses your Charisma. You're trained in Arcana and Diplomacy (and Intimidation, via the ancestry).
  • Dragon Line. At level 1 you choose a Dragon Line (below). It sets your breath's damage type, grants a signature, and unlocks that Line's branch of the Evolution menu.

Class features by level

Proficiency increases and the resilience floor are automatic. The two picks — a class feat on even levels, a Draconic Evolution on odd levels — are where you build your dragon.

L1start
  • Draconic Pride. True Form. Breath Weapon. Draconic Focus (1 point). Draconic Resilience (2). Innate Cantrip. (See the core dragon floor above.)
  • Choose your Dragon Line. Sets your breath element, grants a signature, unlocks its Evolution branch.
  • Draconic Evolution. Your first growth pick.
L2
  • Class feat. Skill feat.
L3
  • Skill increase. General feat.
  • Draconic Evolution.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Weapon Expertise. Expert with simple, martial, and natural attacks.
  • Scaled Defense. Expert in unarmored defense. Resilience floor → 3.
  • Focus pool → 2.
  • Draconic Evolution.
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Master Perception.
  • Draconic Evolution. (Flight Evolutions unlock at this level.)
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • Fort Master. Resilience floor → 4.
  • Focus pool → 3.
  • Draconic Evolution.
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Ref Expert.
  • Draconic Evolution.
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Will Master.
  • Weapon Mastery. Master with simple, martial, and natural attacks. Master in unarmored defense. Resilience floor → 5.
  • Draconic Evolution.
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Legendary Perception.
  • Draconic Evolution.
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • Resilience floor → 6.
  • Draconic Evolution.
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • Weapon Legend. Legendary with simple, martial, and natural attacks. Legendary in unarmored defense.
  • Draconic Evolution.
L20capstone
  • Ability boost. Class feat. Skill feat.
  • The Dragon Ascendant. You step into the first reaches of true draconic power:
    • Your Draconic Resilience floor increases by 3 (a no-investment dragon reaches 9; scales-focused dragons go far higher).
    • Endless Breath. The first time each round you use your Breath Weapon, it costs no Focus Point. A creature that fails its save against it is knocked prone (you have Knock-Down Breath automatically at this level; critical failure prone and stunned 1).
    • Each Evolution you took reaches its greatest form. If you have Two Forms, shifting is effortless: Assume Humanoid Form or Revert as a with no Focus Point cost. If you have Frightful Presence, its radius expands to 60 feet and its DC gains a +2 status bonus.
    No daily cap — the breath is gated by its Focus Point cost (and the once-per-round free use), and presence/aura effects by their per-creature immunity.

Breath Weapon progression (automatic)

Class LevelDamageArea
1–42d630-ft cone
5–104d640-ft cone
11–166d650-ft cone / 100-ft line
17–198d660-ft cone / 120-ft line
208d6 (+prone)60-ft cone / 120-ft line

Breath costs 1 Focus Point (2-action activity). Damage is your Dragon Line's type; basic Reflex save vs. your class DC. The line-shaped options come from the Lance Breath Evolution. Allies in the area are affected normally — aim carefully.

Draconic Resilience progression (automatic floor)

Class LevelResistance floor (physical + breath type)
1–42
5–83
9–124
13–165
17–196
209 (capstone)

The Hardened Scales Evolution (repeatable, +2 each) and Line evolutions raise this further and add damage types; Elder Scales makes you immune to your own element. A scales-focused dragon can reach the low-to-mid teens by level 20.

Dragon Lines

Choose one at level 1. Your Line sets your breath damage type, grants a signature that applies the moment you pick it, and unlocks a branch of the Evolution menu only your Line can take. (Universal Evolutions are open to every dragon.)

Thunder Line — the storm given scales

  • Breath type: electricity.
  • Signature — Thunderclap Breath. A creature that fails its save against your breath is deafened until the start of your next turn (critical failure: deafened 1 minute). You also have a +2 circumstance bonus to saves against being deafened or against sonic effects.
  • Chain Arc (L3+) — after your breath resolves, lightning leaps from a creature that failed to a second within 15 feet, dealing one breath die (basic Reflex).
  • Storm Wings (L7+; requires Wings) — ignore difficult air, and gain +10 ft fly Speed in storms or charged air.
  • Static Field (L9+) — when a creature hits you in melee, it takes electricity damage equal to half your level.
  • Call the Storm (L15+) — as an exploration or downtime activity, summon a localized storm over a wide area; while you fight within it, the first time each round you breathe it costs no Focus Point. Weather, not a combat nuke.

Cinder Line — the furnace heart

  • Breath type: fire.
  • Signature — Ember Breath. A creature that fails its save takes persistent fire damage equal to one breath die (critical failure: two dice). You're immune to your own fire from level 1.
  • Conflagration (L3+) — your breath leaves the area aflame until the start of your next turn; creatures that enter or end their turn there take one breath die (basic Reflex).
  • Igniting Maw (L5+) — your jaws and claws deal +1 fire damage, and your persistent fire is harder to put out.
  • Heat Ward (L9+) — you and allies within 10 feet gain fire resistance equal to half your level.
  • Inferno Soul (L15+) — a 10-foot heat aura; enemies that start their turn in it take one breath die of fire (no save). Grows to 15 feet at the L20 capstone.

Frost Line — the long winter

  • Breath type: cold.
  • Signature — Rime Breath. A creature that fails its save is slowed 1 until the start of your next turn (critical failure: slowed 1 for a round and Speeds reduced 10 feet for 1 minute).
  • Glacial Footing (L3+) — ice and snow are never difficult terrain for you, and you can walk across water as if it froze beneath your steps.
  • Frost Armor (L5+) — a creature that hits you in melee takes cold damage equal to a third of your level and must save or take no reactions until its next turn.
  • Deep Freeze (L9+) — a creature that critically fails against your breath is immobilized until the end of its next turn (Athletics/Escape ends it early).
  • Winter's Heart (L15+) — a 10-foot cold aura; enemies that start their turn in it are slowed 1 unless they save. Grows to 15 feet at the L20 capstone.

Draconic Evolutions

Pick one at each odd level you qualify for. Some are repeatable; level prerequisites are noted. These are the growth track — mostly passive or capability-defining.

Breath

  • Lance Breath (L11+) — shape your breath as a line (100 ft, 120 ft at L17) instead of a cone, chosen each time.
  • Greater Draconic Focus (L13+) — your Draconic Focus pool increases by 1 (to a maximum of 4), exceeding the usual cap; for a breath-focused dragon, one more exhalation between Refocuses.
  • Knock-Down Breath (L7+) — a creature that critically fails is also knocked prone. (Automatic at L20.)
  • Second Element (L11+) — choose a second damage type from the Lines; pick which to use each time you breathe (you don't gain the second Line's signature).
  • Persistent Breath (L13+) — a creature that fails (not just crit-fails) takes persistent damage equal to one breath die, or +1 die if your Line already grants it.

Scales

  • Hardened Scales (repeatable) — increase your Draconic Resilience by 2; the first time, also cover one additional energy type.
  • Elemental Ward (L5+) — when you take damage of your breath's type, reduce it by an additional amount equal to your level.
  • Elder Scales (L17+) — immune to your own breath's type; your Resilience applies at half value to all other energy types.

Sky

  • Wings (L7+) — in dragon form you gain a fly Speed equal to your land Speed. Flight is gated here to protect low-level encounter math.
  • Sky Tyrant (L11+; requires Wings) — +10 ft fly Speed, and you ignore the off-guard penalty for being airborne against creatures lacking flight or reach to you.
  • Hover (L9+; requires Wings) — hover in place with full actions; high winds don't force you to move.

Tyranny

  • Frightful Presence (L3+) — a creature that first perceives you in dragon form must save vs. your class DC or be frightened 1 (critical failure 2), then is immune for 1 minute. (At the capstone: 60-ft radius, +2 status to DC.)
  • Greater Frightful Presence (L11+; requires Frightful Presence) — Failure becomes frightened 2, Critical Failure frightened 3.
  • Elder Presence (L15+; requires Frightful Presence) — your reputation precedes you (GM discretion), and frightened creatures can't Step away from you without a Will save.

Sorcery

  • Extra Cantrips (repeatable) — learn two additional innate cantrips (Charisma; arcane or occult).
  • Arcane Heightening (L7+) — your innate cantrips heighten to your level and gain a +1 status bonus to spell attack rolls or DCs.
  • Draconic Spellcraft (L9+) — a short list of rank-1+ innate spell-likes of your Line's theme, cast with a Focus Point from your Draconic Focus pool.

Predator

  • Tail Lash (L1+) — gain a tail attack (1d6 bludgeoning, reach 10 ft, backswing); if the ancestry already gave you one, your tail gains reach 15 ft.
  • Rending Claws (L5+) — when you hit a creature with both claws on your turn, you can Grab it.
  • Keen Senses (L1+) — imprecise scent 30 feet and a +2 status bonus to Seek.
  • Burrow (L9+) — a burrow Speed of 15 feet through loose earth and sand.
  • Aquatic Drake (L1+) — a swim Speed equal to your land Speed, and you hold your breath far longer than a mortal.

Forms

  • Two Forms (L1+) — you learn to fold your immensity into a mortal shape, drawing on your Draconic Focus pool. Two activities:
    • Assume Humanoid Form — spend 1 Focus Point to take a single fixed humanoid guise you design (Medium). You use gear and pass socially, and keep your skills, saves, Draconic Resilience, and at-will spell-likes, but lose your natural attacks, Breath Weapon, and flight. It lasts until you Revert or fall unconscious. True-seeing — or a Houndkin / Psivore's supernatural sense — pierces the disguise.
    • Revert to True Form — drop the disguise. Reverting never costs a Focus Point. Refocus (10 minutes) restores your point.
  • Many Faces (L9+; requires Two Forms) — store up to three different guises; with a minute and no danger, Assume Humanoid Form without spending a Focus Point.

Class feats

The active track — things you do in a turn, picked at even levels (2–20). Many build on an Evolution you've taken, so your options widen as your dragon grows into its powers. (The odd-level Draconic Evolutions above are the growth track; together the two give the dragon a pick at every level.)

Level 2

  • Searing Bite. When you hit with your jaws, you can deal 1 additional die of your breath's damage type. Once per turn.
  • Quickened Shift. (requires Two Forms) You can Assume Humanoid Form and Revert as a once per turn instead of a single action. Assuming Humanoid Form still costs its Focus Point.
  • Intimidating Snarl. Demoralize a creature; on a success you also deal mental damage equal to your Charisma modifier.

Level 4

  • Wing Buffet. (requires Wings) Beat your wings: each creature in a 15-foot cone is pushed 10 feet and must save vs. your class DC or fall prone.
  • Pinning Claws. (requires Rending Claws) A creature you've Grabbed takes a status penalty to Escape equal to half your level, and you can make a jaws Strike against it without ending the grab.
  • Breath and Blade. Make a jaws Strike; you can spend 1 Focus Point to add one breath die of your type to the damage on a hit.

Level 6

  • Diving Charge. (requires Wings) While flying, if you move at least 20 feet straight toward a creature and then make a jaws Strike, it deals 2 additional dice on a hit.
  • Channel the Breath. Spend 1 Focus Point to empower your next melee Strike this turn, adding your breath's full damage dice to that single-target Strike (instead of breathing a cone).
  • Roar of Challenge. (requires Frightful Presence) One creature must save vs. your class DC or be frightened 1 (critical failure 2), even if it was immune to your Frightful Presence this minute.

Level 8

  • Frightful Roar. (requires Frightful Presence) Every enemy in a 30-foot emanation that can perceive you saves vs. your class DC; treat the result as a Demoralize outcome. Bypasses the per-creature Frightful Presence immunity.
  • Snatch and Fly. (requires Wings + Rending Claws) When you Grab a smaller creature while flying, you can Fly while carrying it.
  • Empowered Element. When a creature critically fails against your breath, your Line's signature rider also affects creatures that merely failed.

Level 10

  • Reflexive Breath. (1 Focus Point) When a creature you can see within your breath's reach Casts a Spell or critically hits you, use your Breath Weapon, aimed to catch the triggering creature. One reaction per round keeps it honest.
  • Crushing Pounce. (requires Wings) Stride or Fly up to your Speed, then make a jaws Strike and a claw Strike against the same creature. If both hit, the target is knocked prone.
  • Searing Presence. (requires Frightful Presence) While a creature is frightened by your Frightful Presence or a Tyranny effect, it takes a status penalty to AC against your attacks equal to its frightened value.

Level 12

  • Devastating Breath. When a creature critically fails against your breath, it takes persistent damage of your type equal to one breath die (stacks with Line / Persistent effects).
  • Twin Element. (requires Second Element) When you breathe, split the cone into both of your damage types; each creature takes half the dice of each.
  • Sweeping Tail. (requires a tail attack) Make a single tail Strike against each enemy within your tail's reach, at the same multiple attack penalty, which doesn't increase until after all the Strikes resolve.

Level 14

  • Cyclone Breath. (1 Focus Point) Reshape your breath into a 20-foot burst centered anywhere within 60 feet instead of a cone — drop your element onto a clustered group or a target you can't face directly.
  • Devouring Strike. (requires Rending Claws) Make a jaws Strike against a creature you've Grabbed; on a hit it takes 2 additional breath dice and you regain Hit Points equal to half the total damage.
  • Wingstorm. (requires Wings) Beat your wings into a downdraft: each creature in a 30-foot cone takes 2 breath dice, is pushed 15 feet, and a flyer that fails a Fortitude save is knocked out of the air.

Level 16

  • Cataclysm Breath. (requires Lance Breath) Once charged, breathe a double-length line that also pushes creatures who fail 10 feet from the line.
  • Apex Predator. Your natural attacks count as one size larger for Shove, Trip, and Grab, and your critical hits with natural attacks apply your Line's signature rider.
  • Dread Sovereign. (requires Frightful Presence) A world-shaking roar: every enemy within 60 feet that can perceive you saves vs. your class DC, treating the result as a Demoralize outcome; a creature that critically fails is also fleeing for 1 round. Bypasses the per-creature Frightful Presence immunity.

Level 18

  • Annihilating Breath. (2 Focus Points) Focus your exhalation to a fortress-cracking lance: it gains the Penetrating trait equal to half your level and deals 2 additional dice — built to punch through power armor, vehicles, and fortifications, whose Hardness Penetrating reduces.
  • Relentless Predator. (requires Rending Claws) When you reduce a creature to 0 Hit Points with a natural attack or your breath, immediately Stride or make a single Strike as a free action. Your natural-attack critical hits deal persistent bleed equal to one breath die.
  • Living Tempest. (requires a Line aura — Inferno Soul, Winter's Heart, or Call the Storm) Your Line's aura radius doubles, and enemies inside it take a −1 status penalty to saves against your Breath Weapon.

Level 20

  • Cataclysm. (2 Focus Points) The apex exhalation — a 60-foot burst (origin within 100 feet) or a 120-foot line, with maximized area and 2 additional dice. Creatures that fail are knocked prone; those that critically fail take persistent damage equal to 2 breath dice.
  • Worldbreaker. Your Breath Weapon and natural attacks gain the Penetrating trait equal to your level. At the apex of your power, no manufactured armor or fortification turns you aside. (Per the megadamage rules, Penetrating reduces Hardness, not a living creature's Resistance.)
  • Immortal Tyrant. (requires Frightful Presence) Your presence never relents: at the start of each of your turns, every enemy within 60 feet not already frightened by you saves vs. your class DC or becomes frightened 1, and frightened enemies treat the squares within your reach as difficult terrain.

Humanoid form / where the class fits the scene

If you take the Two Forms Evolution, your humanoid form is the Dragon's answer to the scenes a dragon can't dominate. In it you keep your Draconic Resilience, skills, saves, and at-will cantrips, but lose your natural attacks, Breath Weapon, and flight — a durable, charismatic, lightly-magical humanoid who can use gear and pass among mortals. It's how a dragon walks into a town, infiltrates a fortress, sits at a negotiating table, or fits down a corridor. A dragon who skips the Evolution has no disguise at all — a pure combat monster that pays for it in every social, urban, or infiltration scene, so it's the usual first pick but a deliberate one.

  • Where the dragon dominates: open-terrain combat, aerial battles (once it takes Wings), anything that rewards a high-Resistance breath platform.
  • Where it's reduced: indoor/urban-stealth and social-magical scenes run in humanoid form — competent, not dominant. Mind-affecting control (no damage to soak) ignores its Resistance entirely, and Psi-Edge attacks (a Mindbreaker's Mind Bolt, a Psi-Knight's psi-sword) cut straight through it, so a Mindbreaker is the dragon's nightmare. (Penetrating rounds don't help — they only defeat armor Hardness.) That's the deliberate spotlight balance for an otherwise very strong chassis.