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 ArtOpposite: Orange Dragon by Piotr Siedlecki (modified)Page 6 Art: Ebon Dragon Donato Giancola for MTG ArtPage 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Your dragon character has an assortment of inborn abilities, part and parcel of its draconic nature.
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.
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.
Brass dragons are sociable, talkative, and inquisitive. They live in deserts and badlands, and have broad frills across their heads.
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.
With a reputation for pranks and jokes, copper dragons are the most whimsical and light-hearted of dragonkind. They live in hills and badlands.
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.
Cunning, serpentine forest-dwellers, green dragons are masters of subterfuge and manipulation, often tricking or tempting others into doing their bidding.
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.
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.
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.
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.
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.
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.
As a Wyrmling, you gain the following class features.
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.
Armor. None.Weapons. None.Tools. None.Saving Throws. Constitution, Charisma.Skills. Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Stealth.
You start the game with no equipment except for the equipment granted by your background.
While not wearing armor, your Armor Class equals 12 + your Strength Modifier + your Constitution Modifier. This class feature replaces your Dragonhide racial feature.
Your subrace determines your dragontype and the element and strength of your breath weapon, as well as your resilience against certain damage types.
When multiclassing, your Wyrmling class levels count as Sorcerer levels for the purpose of determining Spell Slots (but not Spells Known or Prepared).
You gain blindsight to a range of 10 feet. ### Ability Score Improvement
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). ### Draconic Might
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.
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.
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.
The damage of your breath weapons increases by 1d6 at each wyrmling level.
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.
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.
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..
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.
The damage of your breath weapons increases by 1d8 at each wyrmling level.
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.
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.
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.
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.
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.
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.
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.
Starting at 3rd level, you inflict an additional 1d6 poison damage whenever you hit with your bite attack.
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.
Starting at 3rd level, you inflict an additional 1d6 fire damage whenever you hit with your bite attack.
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.
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.
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.
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.
Starting at 3rd level, you inflict an additional 1d4 cold damage whenever you hit with your bite attack.
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.
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.
Your subrace determines your dragon type and the element and strength of your breath weapon, as well as certain bonuses gained at higher levels.
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).
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.
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.
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.
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.
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). ### Draconic Might
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.
If our DM wishes to allow your dragon to cast spells, then the following applies.
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.
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.
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.
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.
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 modifierSpell attack modifier = your proficiency bonus + your Charisma modifier
All dragon characters raised among humanoids have the Hatchling background.
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.
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.
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?
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.
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, ReligionLanguages: Two of your choiceEquipment: A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, 3 trinkets, and a pouch containing 15gp.
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.
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.
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, SurvivalLanguages: One of your choiceEquipment: A dragon harness, a hunting trap, trophies from several small animals you killed, a trinket, and a pouch containing 10gp.
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.
Choose characteristics froom either the Outlander or Foundling backgrounds.
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.
If your DM allows you to choose feats instead of Ability Score Improvements, you may choose one of these if you qualify for it.
Prerequisite: Dragon, Large sizeYou 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.
Prerequisite: Dragon, Innate Spellcasting variantYou are particularly devoted to one of the gods. You gain the following benefits.
Prerequisite: Flying SpeedYou can make a flyby attack and get out of reach quickly. You gain the following benefits:
Prerequisite: DragonYou can fall on an opponent, attacking from the sky. You gain the following benefits:
Prerequisite: Dragon, Claw attack, SnatchYou 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.
Prerequisite: Dragon, Either a Claw or Bite attackYou 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.
Prereqquisite: Dragon, SnatchYou 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.
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.
Prerequisite: Dragon, Large SizeYou can drive back targets with blasts of air from your wings. You gain the following benefits:
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.
3rd-level transmutationCasting Time: 1 actionRange: SpecialComponents: V,SDruation: (c) 1 minuteYou 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.
1st-level transmutationCasting Time: 1 actionRange: SelfComponents: V,SDuration: instantYou 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.
3rd-level transmutationCasting Time: 1 actionRange: SelfComponents: V,SDuration: 1 minuteYour 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.
4th-level abjurationCasting Time: 1 actionRange: SpecialComponents: V,SDuration: InstantYou 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.
2nd-level enchantmentCasting Time: 1 actionRange: 30 feetComponents: V,SDuration: (c) 1 roundYou 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.
2nd-level enchantmentCasting Time: 1 actionRange: 30 feetComponents: V,S,MDuration: (c) 1 minuteWhen 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
2nd-level transmutationCasting Time: 1 actionRange: SelfComponents: VDuration: (c) 1 minuteChoose 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).
Wondrous Item, uncommon (requires attunement)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.
Wondrous item, rare (requires attunement)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.