Codex Draconicus
Dragon Player Characters in the
World's Greatest Roleplaying Game
Contents
Preface 7
Introduction 9
Creating a Dragon PC 9
Playing a Dragon 9
The Dragon Race 11
Draconic Classes 15
Wyrmling Dragon 15
Young Dragon 19
Variant: Innate Casters 21
Hatchling Backgrounds 23
Foundling 23
Cult Hatchling 24
Lost Hatchling 25
Draconic Gear & Equipment 26
Draconic Feats 26
Draconic Magic 28
New Spells 28
Magic Items 30
The Codex Draconicus is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At this point, I can't remember how much of the flavor text or mechanics were blatantly stolen from the "Player Character Dragons" PDF by William J. Scott III. I've been fidgeting with things here for a while now, but this supplement wouldn't exist without that other one.
Cover Art: Avaricious Dragon Chris Rahn for MTG Art
Opposite: Orange Dragon by Piotr Siedlecki (modified)
Page 6 Art: Ebon Dragon Donato Giancola for MTG Art
Page 8 Art: Dragon Prince Warwick Goble (Vintage Public Domain Image)
All other artwork used herein is a part of the DMsGuild Creator Resource and is owned by Wizards of the Coast or the artists.
Preface
What the hell am I doing?
Dragons make up half of the title of the world's greatest roleplaying game. They're meant to be villains. When I was a kid they were the "Big Bad". There were bigger, stronger, more powerful monsters in the book; but nothing - for me, at least - was scarier than fire‐breathing dragon.
Or an ice-breathing dragon, or a dragon breathing poison gas. The god of dragons was the pinnacle tier of named monsters you wanted to boast about defeating (as an aside, none of us did, we just liked to brag about the hollow shell of the chromatic dragon that we wished we'd killed).
But I got off track.
I was in love with dragons well before the first time I rolled polyhedral dice. Between Smaug in the books, and Pete's Dragon, Sleeping Beauty, the Hobbit movie (with that exquisitely voiced cartoon version of the Chiefest and Greatest of Calamities), and Dragon Slayer, the dragon was the best.
My first rpg character was a dragon-hunting ranger. My favorite character was a kobold called Wyrmslayer. The first time I wiped out my own party was with a polymorphed sorcerer who turned into - you guessed it - a dragon and accidentally destroyed everything in a 100 mile radius.
In 1994, TSR published a campaign setting that focused on Dragon Player Characters, and I was so happy. The Council of Wyrms was an over-powered mess. It turns out that actually playing as a dragon was a bad idea if you had any notion of balance and longevity - Dragon Campaigns were complicated, violent, bloody-minded things. At least the way we played them.
When you played a Dragon, you had to play in the Council of Wyrms setting, because otherwise the Dragon Player Character was just too disruptive. I got my taste, though, and it sure was fun.
The idea of playing that kind of dragon in the current edition of the world's greatest roleplaying game is well and truly beyond the scope of the rules. Council of Wyrms didn't worry about balancing the dragons with other races and expressly forbade mixed parties of dragons and lesser races.
When someone suggested playing a dragon to me I thought it was ridiculous. There's no way it could be done. I'm out. But I was thinking about playing a dragon at full power. With a handful of changes - and a few ideas taken from previous editions of the game, you can play a young dragon, living among the lesser races; sowing your wild, draconic oats.
Introduction
The first thing you have to remember, when you decide to create a Dragon PC, is that You have to ask your Dungeon Master! Don't make a dragon - because, let's face it, Dragons are cool - and then show up on game night with your character in hand, freshly painted miniature, and a handful of plastic coins to represent your burgeoning hoard. If you Dungeon Master has any sense at all (and if they haven't read through this supplement) they're just gonna say "no." And saying no sucks.
So get a copy of these rules into your DM's hands, tell them you want to give it a shot. Stress the fact that we've tried like hell to balance these race / class combinations against the rest of 5e. Offer a sacrifice of your firstborn child. Plead, kick, scream, beg. Hope for the best; and don't be too sad if your DM still says "no." I wrote the thing and I had to twist a few arms (and buy a few pizzas) to convince the DMs at my FLGS to help me playtest it.
Creating a Dragon PC
Like any other character, when you create a Dragon PC, you should consult with the other players about what you're bringing to the table. Some parties enjoy planning out their parties, so that all bases are covered. You're basically bringing a weak tank to the table with one big area attack and a penchant for bogarting the treasure. It can be fun to stroll into town with a baby dragon by your side, and a great many players will have fun with the idea, but you have fewer hit points than the Barbarian or the Fighter, you do less damage (at early levels) than the rogue or the ranger, and you cast less magic than almost anyone else. You may be struggling to pull your weight in the early game.
If your Dungeon Master uses the "Dragons as Innate Spellcasters" variant rule from the Monster Manual, there is an option here for adding spellcasting to the base Wyrmling and Young Dragon classes; and this is basically going to make you an front-line Spellcaster. You'll have better armor and weapons than most casters, with fewer spells. It might not be entirely OP, but you're going to be the Michael Jordan of your party.
Playing a Dragon
The first time many players hear the idea of playing a Dragon, their eyes light up, and they picture Ancient Red Dragons reigning down tooth, claw, and unholy flame upon an army of enemies - wings like a hurricane, and all that.
One day, if you live long enough, you'll get there. But that's not you. Not right yet. At 1st level, you're a little baby dragon. Smaller than a halfling, without counting your wings. You're weak and squishy, and you have no real experience of the world.
Dragons have the potential to live for a long, long time. Most young dragons, spend their first decades in the company of a parent, learning the ropes and the etiquette of dragonkind. Most dragons don't go adventuring, opting instead to take what they want where they want, setting up a lair out of the shadow of their parent, and reigning over the lesser creatures (they're all lesser creatures) and demanding tribute.
Most dragons let the treasure come to them.
For whatever reason, determined when you devise your background (preferably in the company of your fellow players), you are an abnormal representative of your species. Whether you were raised by them, bartered to them, or fulfilling some ancient pact, you have deigned to spend your youth in the presence of your lessers.
Never forget that you are a Dragon. But also remember that you are young. It's okay to look at the world differently than the Wyrms of Yore, with only a few years under your belt, you've surrounded yourselves with Humans, and Elves, and Dwarves and others. It's okay that you sometimes think like them.
While the notions of royalty and divine right to lead or the innate knowledge that all treasure is mine can be fun to think about, please play your dragon - and their personality - with a little moderation. No one wants to sit at the table next to Prince Joffrey, and if that's what you're going for, make sure you pay attention to when your assholery is getting to the other players, and make amends.
Dragon
"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death."
- J.R.R. Tolkein, The Hobbit
A proud bronze dragon, bristling and ready to fight, leaps into the air. Bearing a paladin rider aloft, the two speed towards the invading demons, prepared to emerge victorious or die.
The forest stirs, trees straining, as the great green dragon soars overhead. In its wake, it leaves a trail of dead enemies, choking on the vile corruption that blossoms around them.
A mysterious stranger offers aid to a group of adventurers, joining them for a time on their journeys. Is she a sorcerer? A warlock? Or something else entirely?
Dragons run the gamut of heroes, villains, and everything in between. Whether they are subtle schemers, ferocious brutes, lofty idealists, or just in it for the treasure, a dragon can be a tremendous asset to any adventuring party.
Power Personified
Every culture has its own mythology of dragons - terrifying serpentine monsters that trigger mankind's oldest and most primative fears. Modern tales of dragons depict no savage predators, however. Massive, armored, and ferocious, dragons are also keenly intelligent, long-lived, and magical. They lead lesser monsters, breathe elemental destruction upon those who displease them, and even demand sacrifices from mere mortals.
These are the traits of power, in all its forms. Even the dragon's hoarding of wealth is a representation of a form of power. From a human perspective, dragons are the pinnacle of evolution and the supreme dominators of the material plane.
Dragons agree with this assessment.
Chromatic and Metallic
Myriad dragons inhabit the world, from the lung dragons of the far east to the dragon turtles below the waves of the world's oceans. But then species in particular stand out: the so-called "true dragons".
Many are curious about humanoids and fond of traveling, and they are more likely to take a direct interest in the magical arts. Despite their kindhearted nature, they are still dragons, proud, and miserly. Metallic dragons can get along well with others and make good player characters.
Chromatic dragons are almost universally evil; their greed and malice outmatched only by the foulest of fiends. These are the fearsome villains that terrorize the countryside, slaying for sport and seizing whatever treasures they find.
And yet, there are exceptions; occasionally a chromatic dragon may turn towards the path of good. Some may have a bit of metallic blood in their ancestry, others perhaps had a life altering experience in their youth, or even a religious conversion. These chromatic dragons face a constant struggle against both their own dark nature and the rightfully-placed prejudice of humanoids everywehre. Such a dragon would be wise to join a band of adventurers.
Legends and Lairs
Dragons are typically monsters, residing in well-guarded lairs, waiting for the PCs to come and slay them for treasure. Yet, there are plenty of tales of dragons taking an active role in the wider world, becoming adventurers themselves.
A silver dragon might assume the form of a wood elf to aid in a war against evil dragons. A young gold dragon may travel the world in the guise of an old man, meting out justice. A green dragon may be an agent for a local theives' guild - hoping in time to assume control of the whole operation.
Dragon Names
Dragons have personal names in the Draconic language, given by their parents at birth or selected by themselves. Dragons don't put much emphasis on gender, so the same names are used by both male and female dragons. In
addition, most dragons adopt an epithet - a grandiose nickname in the Common tongue.
Draconic Names: Aussirloex, Caexoth, Dartakepesk, Gixustraterenesj, Haurachmajak, Ixenloreat, Molikethend, Ocuirisk, Svaergithaustrat, Thraethurkear, Valeijgix, Vuthavyth.
Common Epithets: Blacksteel, Bloodtalon, Bravewing, Deathfrost, Fatebringer, Flamingdeath, Gemscale, Nightwind, Starseer, Stoneripper, Stormwrath, Swordtooth.
Dragon Traits
Your dragon character has an assortment of inborn abilities, part and parcel of its draconic nature.
Ability Score Increase. Your Strength score increases by 2.
Age. Although dragons reach an emotional or intellectual maturity at an early age, the life-cycle of a dragon has a magical component. You are a Wyrmling Dragon, and less than 5 years old.
Alignment. As powerful creatures who are not afraid to express themselves and impact the world around them, dragons tend to shy away from neutrality and towards the extremes of the alignment scale. Although each dragon subrace has a typical alignment, dragon player characters are exceptional members of their species and may have any alignment.
Size. Though your body is about the size of a halfling, you have a 10-foot wingspan, and a tail of similar length, making you considerably larger. You weigh up to about 180 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your wings grant you a fly speed of 30 feet.
Darkvision. Accustomed to hunting at night and life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Dragonhide. Your hide is covered in tough scales. When unarmored, your AC is equal to 12 + your dexterity modifier.
Hatchling. Unlike other characters, you may not select a background. Instead, all dragons take one of the Hatchling Backgrounds found in this book.
Teeth. You can use your bite attack as a natural weapon. You are proficient with unarmed strikes, which deal 1d6 piercing damage plus your Strength modifier on a successful hit.
Wings. Your wingspan is roughly three times your height (about 10 feet), and you must have enough space to accommodate this in order to fly. You cannot fly if you are wearing medium or heavy armor, or any armor you are not proficient in, or armor that has not been tailored to accommodate your wings, or while wearing a backpack not specially tailored to your wings.
Langauges. You can speak, read, and write Common and Draconic.
Subrace. The elemental nature of True Dragons divides them into a number of different subraces. Choose one of these subraces:
Black Dragon
The stealthy black dragons live in swamps and breathe acid and often lair underwater. Their skull-like heads bear great curved horns, adding to their wicked appearance.
Ability Score Increase. Your Constitution score increases by 1.
Typical Alignment. Black dragons have a reputation as the most sadistic and cruel of dragons, and tend to be Chaotic Evil.
Amphibious. You can breathe air and water and you have a swim speed of 30 feet.
Blue Dragon
The stocky, muscular blue dragon has a single great horn protruding from its head. They dwell in deserts, burrowing through the sand and soaring overhead.
Ability Score Increase. Your Intelligence score increases by 1.
Typical Alignment. Blue dragons are masterminds, often employing agents and organizations to do their bidding for them. They tend to be Lawful Evil, though many have an honorable streak, making them the chromatic dragons most suitable as PCs.
Burrow. You have a burrow speed of 15 feet.
Brass Dragon
Brass dragons are sociable, talkative, and inquisitive. They live in deserts and badlands, and have broad frills across their heads.
Ability Score Increase. Your Constitution score increases by 1.
Typical Alignment. Brass dragons tend to be Chaotic Good - curious and free-spirited, but essentially kind at heart.
Burrow. You have a burrow speed of 15 feet.
Bronze Dragon
These noble and courageous dragons are fierce opponents of evil and fascinated by warfare and battle. They live near the coast, often building lairs underwater, and have webbed feet for swimming.
Ability Score Increase. Your Intelligence score increases by 1.
Typical Alignment. Bronze dragons are loyal allies and honorable warriors, and tend to be Lawful Good.
Amphibious. You can breathe air and water and you have a swim speed of 30 feet.
Copper Dragon
With a reputation for pranks and jokes, copper dragons are the most whimsical and light-hearted of dragonkind. They live in hills and badlands.
Ability Score Increase. Your Charisma score increases by 1.
Typical Alignment. The copper dragon has a propensity for trickery and creative thinking, but is always friendly and never malicious, tending to be Chaotic Good in alignment.
Climb. You have a climb speed of 30 feet.
Gold Dragon
The wisest and noblest of the metallic dragons, gold dragons can live nearly anywhere, but favor beautiful grasslands, forests, and hills. With their characteristic long whiskers and sinuous form, gold dragons are known as magical shape shifters and powerful foes.
Ability Score Increase. Your Wisdom score increases by 1.
Typical Alignment. Gold dragons are the epitome of metallic dragonkind, embodying the best features of dragons. They tend to be Lawful Good.
Amphibious. You can breathe air and water and you have a swim speed of 30 feet.
Green Dragon
Cunning, serpentine forest-dwellers, green dragons are masters of subterfuge and manipulation, often tricking or tempting others into doing their bidding.
Ability Score Increase. Your Charisma score increases by 1.
Typical Alignment. Green dragons are deceitful and treacherous, but also patient and organized. They would prefer to work with intelligent creatures rather than eat them, which may make them acceptable PCs.
Amphibious. You can breathe air and water and you have a swim speed of 30 feet.
Red Dragon
Massive, armored, and bristling with horns and claws, the red dragon is the most terrible and feared of all the chromatic breeds. They dwell in mountain caves, considering themselves the undisputed masters of all they survey.
Ability Score Increase. Your Constitution score increases by 1.
Typical Alignment. Most red dragons are purely selfish and arrogant, caring only for themselves and acting on whatever whim or impulse catches their fancy. They are almost always Chaotic Evil.
Climb. You have a climb speed of 30 feet.
Silver Dragon
The dragons most likely to associate with humanoids are the brave and friendly silver dragons. Living in cold mountainous regions, silver dragons have a flat, shield-like head split by a shiny frill.
Ability Score Increase. Your Intelligence score increases by 2.
Typical Alignment. Silver dragons are highly moral beings, driven to a virtuous, Lawful Good life.
White Dragon
Feral arctic predators, white dragons are stocky and muscular, with a head adorned by a single fin. Most white dragons are loners, more driven by hunger and instinct than by lofty ambition.
Ability Score Increase. Your Constitution score increases by 1.
Typical Alignment. White dragons are brutish thugs who live to hunt, kill, and devour. They tend to be Chaotic Evil.
Burrow. You have a burrow speed of 30 feet.
Swim. You have a swim speed of 30 feet.
Draconic Classes
Dragons are magical creatures, and hatched with a limited ancestral memory. They instinctively know their place in the world, they speak their mother's language. Dragons who - for whatever reason - leave their parent's lair and adventure among the lesser creatures find that they are at once more and less able to tap into that raw magical power that makes dragons, dragons.
For dragons in the Codex Draconicus, age and advancement is a function of will as much as biology. This is why dragon player characters tend to be stunted, smaller dragons no matter their biological age. A dragon who focuses their will on the study of magic, the divine, or the martial sciences neglects their own draconic heritage and advances more slowly than their more wild cousins.
Conversely, dragons who focus more exclusively on their own inherent natures are able to advance more quickly, no matter their actually physical age, an impatient dragon - with a more "mortal" sense of time and an adventurous spirit these dragons reach biological maturity on their own timetable.
A dragon player character can take levels in any of the existing player character classes, and achieve quite a lot of power doing so. Such a creature, when their adventuring days are over, and they settle down in a lair of their own and begin collecting their hoard are destined to grow into a mighty, fearsome creature combining their raw draconic power with the experience of their adventuring youth.
They can also focus more exclusively on their inner strengths, taking the Wyrmling and Young Dragon classes, growing into their natural power by sheer force of will and experience. (Older, more powerful Dragons PCs are beyond the scope of this edition of the game and are not covered.
Wyrmling
Starting dragon PCs are very young, 5 years old or younger, possibly even fresh out of the egg. Luckily, dragons are magical creatures with a hereditary memory - even a newborn wyrmling knows how to run and hunt and fly. Almost every dragon is born with an understanding of the Draconic language, and can speak within a day. The hatchling backgrounds found later in this supplement suppose that you were raised by humanoids, or have - at the very least - spent a substantial amount of time around them, so you're familiar with their language and customs.
Your choice of dragon subrace also determines many things about your personality - or at least, determines what other people will think. A metallic dragon may find themselves besieged by the weak and helpless wherever they go, with expectations of aid and heroism. Chromatic dragons are mostly evil in nature, and evil characters rarely make good PCs because their selfishness can cause party conflict. A good or neutral chromatic dragon will still face fear, mistrust, or even outright hostility from otherwise civilized people, until or unless they can prove themselves and their virtue.
Quick Build
You can make a Wyrmling quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Charisma (in either order). Second, choose the gold dragon species. Third, take the Hatchling background. Finally, take your first level in the Wyrmling Class, selecting the Insight and Perception skills.
Wyrmling
Level | Proficiency Bonus | Bite Damage | Features |
---|---|---|---|
1st | +2 | 1d6 | Dragonscale, Dragontype, Innate Magic |
2nd | +2 | 1d6 | Dragontype Feature |
3rd | +2 | 1d8 | Dragon Senses, Dragontype Feature |
4th | +2 | 1d8 | Ability Score Improvement, Draconic Might |
5th | +3 | 1d10 | Dragontype Feature |
Class Features
As a Wyrmling, you gain the following class features.
Hit Points
Hit Dice. 1d8 per Wyrmling level.
Hit Points at 1st level. 8 + your Constitution modifier.
Hit Points at higher levels. 1d8 (or 5) + your Constitution modifier per level after 1st.
Proficiencies
Armor. None.
Weapons. None.
Tools. None.
Saving Throws. Constitution, Charisma.
Skills. Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Stealth.
Equipment
You start the game with no equipment except for the equipment granted by your background.
Dragonscale
While not wearing armor, your Armor Class equals 12 + your Strength Modifier + your Constitution Modifier. This class feature replaces your Dragonhide racial feature.
Dragontype
Your subrace determines your dragontype and the element and strength of your breath weapon, as well as your resilience against certain damage types.
Innate Magic
When multiclassing, your Wyrmling class levels count as Sorcerer levels for the purpose of determining Spell Slots (but not Spells Known or Prepared).
Dragon Senses
You gain blindsight to a range of 10 feet.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this features (but see below).
Starting at 4th level, the Strength or Constitution score you may attain through Ability Score Improvement or other means is limited to 22, rather than 20. Born of Fire or Ice or in the thick pools of poisonous acid, a dragon is a creature of the primordial elements of magic. The dragon is shaped, body and soul, by the element of its birth. Starting at 1st level, you develop a breath weapon. You may exhale acid in a 15-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d8 acid damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon. Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier. The damage of your breath weapon increases by 1d8 at each wyrmling level. At 1st level, after you use your breath weapon, you can't use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon. Starting at 2nd level, you have advantage on all saves against acid damage. At 3rd level, you gain resistance to acid damage, and at 5th level, your acid resistance becomes immunity to acid damage. Starting at 3rd level, you inflict an additional 1d4 acid damage whenever you hit with your bite attack. Starting at 1st level, you develop a breath weapon. You may exhale lightning in a 30-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon. Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier. The damage of your breath weapons increases by 1d10 at each wyrmling level. At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon. Starting at 2nd level, you have advantage on all saves vs lightning damage. At 3rd level, you gain resistance to lightning damage, and at 5th level, your lightning resistance becomes immunity to lightning damage. Starting at 3rd level, you inflict an additional 1d6 lightning damage whenever you hit with your bite attack. Starting at 1st level, you develop a breath weapon. You may exhale fire in a 20-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon. Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier. The damage of your breath weapons increases by 1d6 at each wyrmling level. At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon. Also at 4th level, you may expend 2 uses of your breath weapon to exhale sleep gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or if another character uses an action to wake it. Starting at 2nd level, you advantage on all saves vs fire damage. At 3rd level, you gain resistance to fire damage, and at 5th level, your fire resistance becomes immunity to fire damage.Ability Score Improvement
Draconic Might
Dragontype
Black Dragon
Breath Weapon
Acid Adaptation
Acid Bite
Blue Dragon
Breath Weapon
Lightning Adaptation
Lightning Bite
Brass Dragon
Breath Weapon
Fire Adaptation
Bronze Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale lightning in a 40-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d10 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale repulsion energy in a 30-foot cone. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you..
Lightning Adaptation
Starting at 2nd level, you have advantage on all saves vs lightning damage. At 3rd level, you gain resistance to lightning damage, and at 5th level, your lightning resistance becomes immunity to lightning damage.
Copper Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale acid in a 20-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d8 acid damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d8 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale slowing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Acid Adaptation
Starting at 2nd level, you have advantage on all saves vs acid damage. At 3rd level, you gain resistance to acid damage, and at 5th level, your acid resistance becomes immunity to acid damage.
Gold Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale fire in a 15-foot cone. Each creature in the line must make a Dexterity saving throw, taking 1d10 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d10 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale weakening gas in a 15-foot cone. Each creature in the area must succeed on a Strength saving throw or suffer disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Fire Adaptation
Starting at 2nd level, you have advantage on all saves vs fire damage. At 3rd level, you gain resistance to fire damage, and at 5th level, your fire resistance becomes immunity to fire damage.
Green Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d6 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Poison Adaptation
Starting at 2nd level, you have advantage on all saves vs poison or poison damage. At 3rd level, you gain resistance to poison damage, and at 5th level, your poison resistance becomes immunity to poison damage. In addition, at 5th level, you can no longer be poisoned. You gain immunity to the poisoned condition.
Poison Bite
Starting at 3rd level, you inflict an additional 1d6 poison damage whenever you hit with your bite attack.
Red Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d6 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Fire Adaptation
Starting at 2nd level, you have advantage on all saves vs fire damage. At 3rd level, you gain resistance to fire damage, and at 5th level, your fire resistance becomes immunity to fire damage.
Fire Bite
Starting at 3rd level, you inflict an additional 1d6 fire damage whenever you hit with your bite attack.
Silver Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d8 cold damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d8 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale paralyzing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Cold Adaptation
Starting at 2nd level, you have advantage on all saves vs cold damage. At 3rd level, you gain resistance to cold damage, and at 5th level, your cold resistance becomes immunity to cold damage.
White Dragon
Breath Weapon
Starting at 1st level, you develop a breath weapon. You may exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d8 cold damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Breath Weapon save DC = 8 + your proficiency bonus + your Constitution modifier.
The damage of your breath weapons increases by 1d8 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Cold Adaptation
Starting at 2nd level, you have advantage on all saves vs cold damage. At 3rd level, you gain resistance to cold damage, and at 5th level, your cold resistance becomes immunity to cold damage.
Cold Bite
Starting at 3rd level, you inflict an additional 1d4 cold damage whenever you hit with your bite attack.
Young Dragon
As a young dragon gains more experience, it can turn its will toward growth and the advancement of its power. Sacrificing some portion of its potential strength and durability for the more immediate power.
Young Dragon is an advanced class that allows a wyrmling dragon to advance to its next age category. The only way to take a level in this class is to multi-class from Wyrmling or some other class.
Prerequisite
In order to multiclass into the Young Dragon class, a character must be a dragon with immunity to one damage type.
Class Features
As a young dragon, you gain the following class features.
Hit Points
Hit Dice: 1d8 per young dragon level.
Hit Points at higher level: 1d8 (or 5) + your Constitution modifier.
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength
Skills: Choose one from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Stealth.
Dragon Senses
Starting at 1st level, your blindsight range increases by 10 feet. At 5th level, the range of your Darkvision is doubled, and at 9th level your blindsight increase by an additional 10 feet.
Dragontype
Your subrace determines your dragon type and the element and strength of your breath weapon, as well as certain bonuses gained at higher levels.
Innate Magic
When multiclassing, your Wyrmling class levels and your Young Dragon Class levels are treated as a single class, and count as Sorcerer levels for the purposes determining Spell Slots (but not Spells Known or Prepared).
Change Shape
Beginning at 2nd level, you can use your action to magically polymorph yourself into a type of humanoid or beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You may polymorph into any creature whose CR is no more than 1/4 your character level. You may not take the form of a specific creature, but using change shape to attempt a disguise grants advantage on the check.
You can stay in the new form for a number hours equal to half your character level (rounded down). You then revert to your draconic form unless you expend another use of this feature. You can revert to your dragon form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
When you are transformed, your game statistics are replaced by the statistics of the creature (except for any class features), but you retain your alignment, personality, and Intelligent, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as the ability to take this action. Any equipment you are wearing or carrying is absorbed or borne by your new form (your choice).
At 6th level, you may polymorph into any creature whose CR is no more than 1/2 your character level. At 9th level, you may polymorph into any creature whose CR is no more than your character level.
Growth
Starting at 2nd level, your growth as young dragon means that, although your size is still Medium, you are treated as one size larger for the purpose of determining carry weight. Additionally, your expanding wingspan increases your fly speed to 40 feet.
Young Dragon
Level | Proficiency Bonus | Bite Damage | Claw Damage | Features |
---|---|---|---|---|
1st | +2 | 1d10 | — | Dragon Senses, Dragon Type, Innate Magic |
2nd | +2 | 1d10 | 1d4 | Change Shape, Growth |
3rd | +2 | 1d12 | 1d4 | Multiattack |
4th | +2 | 1d12 | 1d6 | Ability Score Improvement, Draconic Might |
5th | +3 | 2d6 | 1d6 | Dragontype, Dragon Senses |
6th | +3 | 2d6 | 1d8 | Change Shape, Growth |
7th | +3 | 2d8 | 1d8 | Multiattack |
8th | +3 | 2d8 | 1d10 | Ability Score Improvement, Draconic Might |
9th | +4 | 2d10 | 1d10 | Change Shape, Dragon Senses |
10th | +4 | 2d10 | 2d6 | Dragontype, Growth |
At 6th level, your expanding form extends the reach of your bite attack to 10 feet. Also, your walking speed increases to 40 feet, and your fly speed increases to 60 feet.
At 10th level, you've reached your full size as a young dragon. Your size is Large, and your Fly speed is 80 feet.
Multiattack
Beginning at 3rd level, when you take the attack action to use your bite attack, you may make a claw attack as a bonus action.
At 7th level, you may make two claw attacks as a bonus action whenever you take the attack action to make a bite attack.
Ability Score Improvement
When you reach 4th level, and again at 8th 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 (but see below).
At 4th level, and again at 8th level, the Strength or Constitution score you may attain through Ability Score Improvement or other means is increased by 2. As the dragon grows in experience and in size, its connection to the element of its birth. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d8 at each young dragon level. At 5th level, the length of your line of acid increases to 30 feet. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. Accomplished Swimmer: Starting at 5th level, your swim speed increases to 40 feet. Acid Bite: Also at 5th level, the damage of your acid bite increases to 1d6, then to 1d8 at 10th level. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d10 at each young dragon level. At 5th level, the length of your line of acid increases to 60 feet. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. Digger: Starting at 5th level, your burrow speed increases to 20 feet. Lightning Bite: Also at 5th level, the damage of your lightning bite increases to 1d8, then to 1d10 at 10th level. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d6 at each young dragon level. At 5th level, the length of your line of fire increases to 40 feet. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. At 10th level, the area of your Sleep Breath increases to a 30 foot cone, and each creature in the area that fails its save, falls unconscious for 5 minutes. Digger: Starting at 5th level, your burrow speed increases to 20 feet. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d10 at each young dragon level. At 5th level, the length of your line of fire increases to 60 feet. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. At 10th level, the area of your Repulsion Breath increases to a 30 foot cone, and each creature in the area that fails its save is pushed 40 feet away. Accomplished Swimmer: Starting at 5th level, your swim speed increases to 40 feet. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d8 at each young dragon level. At 5th level, the length of your line of acid increases to 40 feet. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. At 10th level, the area of your Slowing Breath increases to a 30 foot cone. Adept Climber: Starting at 5th level, your climb speed increases to 40 feet. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d10 at each young dragon level. At 5th level, the area of your breath weapon increases to a 30 foot cone. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. At 10th level, the area of your Weakening Breath increases to a 30 foot cone. Accomplished Swimmer: Starting at 5th level, your swim speed increases to 40 feet. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d6 at each young dragon level. At 5th level, the area of your breath weapon increases to a 30 foot cone. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. Accomplished Swimmer: Starting at 5th level, your swim speed increases to 40 feet. Poison Bite: Also at 5th level, the damage of your poison bite increases to 1d10, then to 2d6 at 10th level. Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d6 at each young dragon level. At 5th level, the area of your breath weapon increases to a 30 foot cone. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level. Adept Climber: Starting at 5th level, your climb speed increases to 40 feet.Draconic Might
Dragontype
Black Dragon
Blue Dragon
Brass Dragon
Bronze Dragon
Copper Dragon
Gold Dragon
Green Dragon
Red Dragon
Fire Bite: Also at 5th level, the damage of your fire bite increases to 1d8, then to 1d10 at 10th level.
Silver Dragon
Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d8 at each young dragon level. At 5th level, the area of your breath weapon increases to a 30 foot cone. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level.
At 10th level, the area of your Paralyzing Breath increases to a 30 foot cone.
White Dragon
Breath Weapon: Starting at 1st level, the damage of your breath weapon increases by 1d8 at each young dragon level. At 5th level, the area of your breath weapon increases to a 30 foot cone. You also gain an additional use of your breath weapon at 1st, 5th, and 10th level.
Ice Walk: Starting at 5th level, your burrow speed increases to 20 feet, your swim speed increases to 40 feet, and you may move across and climb icy surfaces, without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.
Cold Bite: Also at 5th level, the damage of your cold bite increases to 1d6, then to 1d8 at 10th level.
Variant: Innate Casters
If our DM wishes to allow your dragon to cast spells, then the following applies.
Inner Focus
You are a dragon - a creature of magic. You do not require spell components to cast any spell, unless that spell's components have a defined cost in gp value.
Cantrips
At 1st level, you learn one cantrip of your choice from the Sorcerer spell list. You learn additional cantrips as shown on the Spellcasting table for your class.
Spell Slots
The Spellcasting table for each class shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spell, you must expend a spell slot of the spell's level or higher.
Spells Known of 1st-Level and Higher
At 3rd level, you learn three 1st-level Sorcerer spells of your choice. The Wyrmling Spellcasting and Young Dragon Spellcasting tables show when you learn more sorcerer spells of 1st level or higher. Each spell must be of a level for which you have spell slots.
Whenever you gain a level as a Wyrmling or Young Dragon, you may replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Wyrmling Spellcasting
Level | Cantrips Known | Spells Known | 1st |
---|---|---|---|
1st | 1 | - | - |
2nd | 2 | - | - |
3rd | 3 | 3 | 2 |
4th | 3 | 4 | 3 |
5th | 3 | 4 | 3 |
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since they come about through the power of your will. 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 sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Young Dragon Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd |
---|---|---|---|---|---|
1st | 3 | 4 | 3 | - | - |
2nd | 3 | 5 | 4 | 2 | - |
3rd | 3 | 6 | 4 | 2 | - |
4th | 3 | 6 | 4 | 2 | - |
5th | 4 | 7 | 4 | 3 | - |
6th | 4 | 8 | 4 | 3 | - |
7th | 4 | 8 | 4 | 3 | - |
8th | 4 | 9 | 4 | 3 | 2 |
9th | 4 | 10 | 4 | 3 | 2 |
10th | 4 | 10 | 4 | 3 | 2 |
Hatchling Backgrounds
All dragon characters raised among humanoids have the Hatchling background.
Foundling
Dragons hatch from eggs and begin life as wyrmlings, miniature dragons that are as cute as they are deadly. Many are raised by their dragon priests, but some are fostered by other creatures, and some are simply left to wander and fend for themselves.
In your case, you've already spent a considerable amount of time around humanoids. Maybe you were raised from a hatchling by a humanoid foster family, or maybe your dragon parents had close humanoid allies who you interacted with and learned from. This early exposure left you with an understanding of humanoid ways and a willingness to adventure that most of your dragon kin lack.
Skill Proficiencies. Perception, Stealth.
Languages. Any one language spoken by the humanoids with which you were fostered.
Equipment. A few shiny baubles that aren't worth much, but with which you are loathe to part (such as glass beads, pewter figurines, quartz crystals, polished brass buttons, or similar small trinkets), a dragon harness. You have a small coin pouch with 5 gp worth of various coins.
Feature: Dragon Reputation
Most of the civilized world regards dragons as dangerous monsters to be feared and avoided, or killed and sold for parts. In small or remote towns, you can generally go where you please and do what you want - as long as you aren't hurting anyone or destroying people's livelihood, most common folk will be too afraid to interfere. Primitive humanoid tribes and lone creatures in the wilderness, even unintelligent ones, tend to treat you with much the same respect. In large towns and cities, you may get the opposite reaction: the town guard will question you upon entry, and may send soldiers or militia members to escort you around, ready to drive you off at the slightest provocation.
Humanoid Relationships
You were raised among humanoids or alongside them. How did this come to pass? Roll on the table below, and then decide the specific details about the people who raised you, such as their race, profession, and alignment. How well do you get along with them now? How well do you know your dragon parents?
Suggested Characteristics
Dragons are creatures with strong and prominent personalities. Even those of the highest good are proud, often to the point of arrogance. The nice ones try not to be rude about it; they just know that they are better than other creatures. All dragons crave treasure, which can seem greedy to lesser beings. Other characteristics can vary considerably, tending towards what humanoids would consider extreme or eccentric.
d10 | Humanoid Relationships |
---|---|
1 | You hatched, and there was no-one around, so you just wandered into the nearest village. |
2 | You were the runt of the clutch - your siblings forced you to leave your dragon parent's lair. |
3 | An adventurer came upon your clutch just as you were hatching, and adopted you. |
4 | Your egg was stolen by a cruel master who wanted a dragon servant. |
5 | You and your dragon parents just don't see eye-to-eye. You left home to live with the humanoids as an act of rebellion. |
6 | You were a disappointment to your dragon parents, who kicked you out of the lair in the hopes that you would change your ways. |
7 | As part of an ancient pact, you were to be raised by the great-great-grandchild of a humanoid your dragon parents helped to raise. |
8 | You observed the humanoids, and became fascinated with them, desiring to learn their ways. |
9 | You believe it is your destiny to protect those weaker than you, so you sought them out. |
10 | Your dragon parents have a scheme to infiltrate human civilization, and you are their willing agent. |
d8 | Personality Trait |
---|---|
1 | I'll talk your ear off, if you'll let me. |
2 | I love the arts - music, poetry, theater. |
3 | I eat constantly, and love to try new foods. |
4 | I am incredibly lazy. When you live for 1,000 years, what's the big hurry? |
5 | I like to admire and show off my treasure. |
6 | I always talk down to people, and I don't understand why this bothers them, since I am clearly superior. |
7 | Jokes, puns, and riddles are my primary language. |
8 | Anger, joy, sorrow, passion - I express my emotions freely and have wild mood swings. |
d6 | Ideal |
---|---|
1 | Greed. My only concern is to grow my hoard. (Evil) |
2 | Curiosity. I want to experience all that life has to offer. (Chaotic) |
3 | Independence. Everyone should do what they want, and not be beholden to anyone else. (Chaotic) |
4 | Knowledge. Information is the most valuable treasure. (Lawful) |
5 | Noble Obligation. Imust protect and care for those weaker than me. (Good) |
6 | Honor. I must act as befitting one of my high station. (Lawful) |
d6 | Bond |
---|---|
1 | One of my humanoid friends is guarding my treasure hoard while I travel. |
2 | I find humanoids most fascinating. |
3 | I seek revenge against a more powerful creature. |
4 | I have learned a secret clue to the location of a great treasure hoard. |
5 | Humanoids are weak and need my protection. |
6 | I will prove to everyone that I am the wisest and most powerful. |
d6 | Flaw |
---|---|
1 | All treasure is rightfully mine. All of it. |
2 | I find humanoids most delicious. |
3 | Those who insult me must submit or die. |
4 | Why tell the truth when a lie will suffice? |
5 | I put myself in harm's way to protect weaker creatures, which is just about everyone. |
6 | Everyone is beneath me. They should defer to my wishes. |
Cult Hatchling
You spent your first years in the dark halls of some dragon-worshipping cult - an intermediary between the realm of the draconic gods and the mortal world, serving as little more than decoration for your masters' altar.
Though you did not perform the sacred rites, nor conduct the worship services, you were present for everything. Choose a cult, or a god, or some other quasi-divine being, and work with your DM to detail the nature of your cult and its activities.
Why did you leave the cult? How? Did you just get up and fly away one day, or did someone have to break the chains that bound you?
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, 3 trinkets, and a pouch containing 15gp.
Feature: Adoration of the Faithful
You have the service of three retainers in the form of cultists loyal to you and your cause. These retainers can be attendants or messengers, and one might be a majordomo. Regardless of their race, you retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave the cult if they are frequently endangered or abused.
Suggested Characteristic
Cult Hatchlings are shaped by their experiences in the temples and hideouts with their servants and worshippers. Their exposure to the tenets of the faith and their relationship with the temples, shrines, and cult hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal bond taken to an extreme. Alternatively, you can use the Foundling Characteristics.
d8 | Personality Trait |
---|---|
1 | I intend to be a hero of the faithful, they will look to my deeds as an example. |
2 | My enemies, if they want peace, should find some common ground for us to share. |
3 | I speak of omens in every event and action. They are not necessarily of the gods, but my followers listen. |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) the sacred texts and proverbs in almost every situation. |
6 | I am intolerant of other faiths, and condemn the worship of other gods. |
7 | I've enjoyed fine food, drink, and the care of my temple's elite. Rough living grates on me. |
8 | I've spent so long in the temple that I have little practical experience in the outside world. |
d6 | Ideal |
---|---|
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
2 | Charity. I try to help those in need, if it is at no great cost to me. (Good) |
3 | Change. We must help bring about the changes the gods are working in the worl. (Chaotic) |
4 | Power. I will one day raise my cult to a higher standing in the world. (Lawful) |
5 | Faith. I trust the Dragon Gods will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |
6 | Aspiration. I seek to prove myself and my cult worthy of the Dragon Gods' favor by matching my actions against on of the Gods' teachings. (Any) |
d6 | Bond |
---|---|
1 | I would sacrifice my servants to recover ancient relics of the Cult, lost long ago. |
2 | I will get revenge on the corrupt temple hierarchy that seeks to pervert and corrupt my cult. |
3 | I owe my life to the cultists who took in my egg when my mother died. |
4 | Everything I do is for my servants. |
5 | I will do anything to protect those who are faithful to me. |
6 | I seek to preserve the sacred relics that my enemies consider heretical and seek to destroy. |
d6 | Flaw |
---|---|
1 | I judge others harshly, and my servents even more severely. |
2 | I put too much trust in my cult. |
3 | Comfort sometimes leads me to blindly trust those who care for me, and profess to worship my gods. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Lost Hatchling
When you hatched from your egg, you found yourself alone. Leaving the place of your birth, you wandered in the wilderness, far from civlization. You've witnessed the migration of herds, survived terrible storms, and enjoyed the solitude of being the only thinking creature for miles in any direction. To your draconic mind, you were the master of your domain. The wilderness is in your blood now, and even in places where you don't know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, Perception, Survival
Languages: One of your choice
Equipment: A dragon harness, a hunting trap, trophies from several small animals you killed, a trinket, and a pouch containing 10gp.
Feature: Wandering Dragon
You have an excellent mind for maps and geography, and you can always tell the general layout of the terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five others each day, provided that the land offers berries, game, water, and so forth.
Suggested Characteristics
Choose characteristics froom either the Outlander or Foundling backgrounds.
Draconic Equipment
Item | Cost | Weight |
---|---|---|
Claw Guards | 10gp | 5 lb. |
Dragon Pack | 5gp | 2 lb. |
Dragonrider's Saddle | 60gp | 40 lb. |
Claw Guards. These metal guantlets are crafted to fit over large claws, to help protect them from the rigors of manual labor. If a character with a claw attack wears claw guards, then their attacks inflict piercing damage.
Dragon Pack. More of a harness than a pack. A dragon can don this series of straps, buckles, and rings, and use it to attach pouches, a backpack, and other gear so that it is within reach. The weight of the Dragon Pack is negated while it is being worn.
Dragonrider's Saddle. This exotic saddle allows a rider of one size category smaller or less to mount and ride a willing dragon. It is also equipped with buckles and a harness for pouches and saddlebags that the dragon can reach.
Draconic Feats
If your DM allows you to choose feats instead of Ability Score Improvements, you may choose one of these if you qualify for it.
Awaken Frightful Presence
Prerequisite: Dragon, Large size
You gain the frightful presence ability. As an action, you can cause each creature of your choice that is within 30 feet of you, and aware of you, to succeed on a Wisdom saving throw against your breath weapon DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
You must complete a short or a long rest before you can use Frightful Presence again.
Devoted Dragon
Prerequisite: Dragon, Innate Spellcasting variant
You are particularly devoted to one of the gods. You gain the following benefits.
- Increase your Charisma or Wisdom score by 1, to a maximum of 20.
- When you gain new spells known, use the Cleric spell list instead of the Sorcerer list. If you already know any sorcerer cantrips or spells, replace them with Cleric cantrips or spells. Everything else about your innate spellcasting remains the same.
Flyby Attack
Prerequisite: Flying Speed
You can make a flyby attack and get out of reach quickly. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- While flying, if you move both before and after an attack, you do not provoke an opportunity attack from the creatures you attack.
Power Dive
Prerequisite: Dragon
You can fall on an opponent, attacking from the sky. You gain the following benefits:
- Increase your Strength score by 1, to your normal maximum.
- As an action when you are flying, you can attack an opponent who is at least 30 feet below your position. Move in a straight line and make the attack roll as normal. If you hit, in addition to the regular damage, you can use your bonus action to force the target to succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or fall prone. If the target falls prone, they also take bludgeoning damage equal to your Strength modifier.
Rend
Prerequisite: Dragon, Claw attack, Snatch
You can rend your opponents with your powerful claws.
If you make two claw attacks in a round, and hit with both, you can use your bonus action to deal extra damage equal to your Strength modifier to the target. You cannot grapple an opponent in the same round you inflict rend damage.
Snatch
Prerequisite: Dragon, Either a Claw or Bite attack
You can grapple an opponent you hit with your bite or claw.
If you hit an opponent with your bite or claw attack, you can attempt to grapple them as a bonus action. Otherwise, normal grappling rules apply.
Snatch and Swallow
Prereqquisite: Dragon, Snatch
You can swallow creatures you have grabbed with your bite attack.
If you begin the turn with an opponent held in your bite, you can make a Strength (Athletics) check to swallow them if the opponent is two sizes smaller than you, or smaller. The target takes bite damage, the grapple ends, and the creature is blinded and restrained. It has total cover against attacks and other effects, and suffers acid damage equal to your breath weapon attack at the start of each of your turns.
If you take 10 damage or more on a single turn from a creature inside you, you must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of you. If you die, the creature is no longer restrained by you and can escape from your corpse using 15 feet of movement, exiting prone.
If a creature dies while swallowed by you, you must complete a long rest before using this feat again.
Spellscale
Prerequisite: Dragon, Intelligence or Wisdom of 13 or higher.
You have learned to carve the sigils and forms of magic into your scales, which you can use as a ritual spellbook.
When you choose this feat, you acquire two 1st level spells of your choice. Choose one of the following classes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these ritual spells.
If you come across a spell in written form, such as a magical scroll or a wizard's spellbook, you might be able to add it to your spellscales. The spell must be on the spell list for the class you chose, the spell's level must be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell onto your scales is the same as writing it in a spellbook (2 hours per level of the spell, 50gp per level in material components expended in any experiments you make to master the spell, and fine inks you use to augment the carving).
If you are using the Innate Casters variant, and if your ritual spells are of a level for which you have spell slots, you may expend a spell slot to cast the spell as if it were one of your spells known.
Wingstorm
Prerequisite: Dragon, Large Size
You can drive back targets with blasts of air from your wings. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to your normal maximum.
- As an action, you can whip your wings about, creating a buffeting gust of wind. Each creature in a 15-foot cube originating from you must succeed on a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pushed back 10 feet.
Draconic Magic
Being a dragon - a creature of living magic, or traveling and dwelling in close proximity to one opens up a few new avenues of magic, and something something why are there new magic items and spells, Dave? Write something that doesn't suck here Dave. C'mon Dave. Get your shit together, Dave.
New Spells
Animate Breath
3rd-level transmutation
Casting Time: 1 action
Range: Special
Components: V,S
Druation: (c) 1 minute
You must expend a use of your breath weapon in the casting of this spell (your breath weapon inflicts no damage), which imbues the element created with a semblance of life, creating a small creature in an unoccupied square somewhere within the area of your breath weapon.
The animated creature has no will of its own, but at the end of each of your turns, it attacks any creature within range of its touch attack. On your turn, you can use a bonus action to direct the animated breath weapon to move up to 30 feet.
When you lose concentration on the spell, or when the animated breath weapon drops to 0 hit points, it activates its Death Burst. You may dismiss the spell without the Death Burst as a bonus action.
When you cast this spell using certain higher level spell slots, you can create more animated breath weapons: two with a 4th level slot, three with an 8th level slot.
Blinding Breath
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: instant
You must expend a use of your fire or lightning breath weapon in the casting of this spell. When you do, your breath weapon is suffused with bright light. In addition to the normal damage of your breath weapon, creatures who fail their saving throws against the damage are stunned until the start of your next turn.
When you cast this spell using a spell slot of 3rd level or higher, affected targets are blinded, rather than stunned.
Animated Breath Weapon
Small elemental, chaotic neutral
- Armor Class 14 (Natural Armor)
- Hit Points 9 (2d6 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 3 (+4) 10 (+0) 6 (-2)
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical attacks
- Damage Immunities The Animated Breath Weapon is immune to the caster's breath weapon damage type.
- Senses Darkvision 60 ft., Passive Perception 10
- Languages None
- Challenge 1/2 (100 XP)
Death Burst. When the Animated Breath weapon drops to 0 hit points, or when the caster loses concentrating on the spell, it explodes in a burst of elemental fury. Each creature within 10 feet of it must save against the caster's breath weapon, suffering damage normally.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) damage (damage type equal to caster's breath weapon).
Burning Blood
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 1 minute
Your blood becomes suffused with the elemental energy that fuels your breath weapon (you must have a breath weapon to cast this spell). Whenever you take damage from a weapon attack, a spurt of blood erupts from the wound, inflicting equal damage to any creatures within 5 feet of you. The damage is of the same energy type as your breath weapon.
Dispelling Breath
4th-level abjuration
Casting Time: 1 action
Range: Special
Components: V,S
Duration: Instant
You must expend a use of your breath weapon when you cast this spell, which then has the possibility of dispelling magical effects affecting creatures caught in the area of your breath weapon..
Any spell of 3rd level or lower on a target that fails its saving throw against your breath weapon end. For each spell of 4th level or higher on the target, make a spellcasting ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 5th level or higher, you automatically end the effects of a spell on the target if the spell's level is one level or less lower than the spell slot you used.
Entice Gift
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: (c) 1 round
You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature's next action, it moves as close to you as it can get in that round and offers you the object as its action.
If the creature reaches you, you can use your reaction to accept the "gift." Otherwise, they lay the "gift" on the ground. The creature defends itself normally if attacked.
When the spell ends, the creature knows it was charmed by you.
Miser's Envy
2nd-level enchantment 2nd-level transmutation Wondrous Item, uncommon (requires attunement) Wondrous item, rare (requires attunement)
Casting Time: 1 action
Range: 30 feet
Components: V,S,M
Duration: (c) 1 minute
When you cast this spell, you designate a target creature and an object, both of which must be within the spell's range. If the target creature fails a Wisdom saving throw, it becomes consumed by a powerful desire for the object.
For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). Once the creature gains possession of the object, it protects it greedily, attacking anyone who approaches within 30 feet or who otherwise appear to be trying to take the object away. At the end of each of its rounds, the target can attempt the saving throw again, breaking the enchantment on a successful save. Dragons, due to their innate greed, suffer disadvantage on the saving throw(s) to resist this spell.
Razorfang
Casting Time: 1 action
Range: Self
Components: V
Duration: (c) 1 minute
Choose one of your natural weapon attacks (bite or claw). For the duration of the spell, attacks made with that weapon are considered magic for the purposes of overcoming resistances.
Also, when you roll damage for attacks made with that natural weapon, roll one extra damage die and add it to the total.
The spell's name derives from a marked preference among dragons for improving their bite attack with this spell.
When you cast this spell using a spell slot of 3rd level or higher, increase the number of bonus damage die by one for each spell slot above 2nd level (2d for a 3rd level slot, 3d for a 4th level slot, etc).Magic Items
Claws of the Ripper
These metal, scythelike blades are designed to fit over one set of a dragon's claws, and they resize to fit any dragon. A dragon wearing _claws of the ripper_ increases the damage dealt by their claws by an extra die on a critical hit.Gemstone of Fortification
This large, faceted stone must be embedded in a creature's hide to function. Dragons can accomoplish this with ease, since they routinely embed gems in among their scales. Other creatures have a more difficult time of it, often requiring the expenditure of hit points.
Once embedded, a character attuned to the gemstone who is struck with a critical hit, can negate the critical and make the attack a normal hit instead. Once you use the gemstone's power, you must finish a long rest before you can use it again.
Ancient
Creatures
of Legend
Everyone wants to play a dragon, or... if everyone doesn't, then a lot of us do. Only there's so many problems that come up when you try to play a legendary killing machine in a party of "normal" heroes.
Well, what is normal, anyway? And why shouldn't you be able to play a dragon in a balanced party? Well, now you can: take on the roll of a wyrmling raised by the morsal - I mean mortal - races. Or a young dragon coming into its power and eager to explore the world (and the Treasures within). So go ahead, with claw and tooth and wing, go forth and find your adventure! Or something.
So go ahead. With Tooth, Claw, and Wing, go forth and find your adventure as a True Dragon!