Additional Half Dragons

Search GM Binder

Additional Half Dragons

When creating a half dragon, you can choose one of these additional subrace options with your DM's permission.

Steel dragons are a type of metallic dragon, while gem and lunar/solar dragon are their own subspecies. The steel and gem dragons count as a metallic dragons and the lunar/solar dragons count as chromatic dragons for game purposes. Half gem dragons must choose one of the following colors; amethyst, emerald, sapphire, topax, crystal, or obsidian.

Draconic Ancestry

Gem


  • Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals thunder damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder and psychic damage.
  • Psionic Dragon. You know the mage hand cantrip, and the hand is invisible and doesn't require verbal components when you cast it. When you would learn this cantrip from another source, you can choose a different wizard cantrip instead. When you reach 3rd level, you can cast the tasha's mind whip spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach
Mind Blast

With your DM's permission, you gain the following option If you are a Half gem dragon with the Improved Breath Weapon feat, then you can spend 3 empower points to turn your breath weapon into a Mind Blast instead. Those affected must instead make an Intelligence saving throw, suffer psychic damage instead of thunder damage, and if they fail their saving throw they are also stunned until the end of your next turn. If you also have the Telepathic feat, then the cost is reduced to 2 empower points instead.

5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Lunar/Solar


  • Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1.
  • Draconic Ancestry. Your breath weapon deals radiant damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to radiant damage.
  • Radiant Dragon. You know the light cantrip, but you can only use it on yourself, and you can dismiss it as a bonus action. Those that fail their saving throw against your breath weapon also become blinded until the end of your next turn. Those that succeed on their saving throw against your breath weapon become immune against this effect for the next 24 hours.

Steel


  • Ability Score Increase. Your Strength, Intelligence, and Charisma scores each increase by 1.
  • Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
  • Metal Affinity. You have proficiency with the longsword, greatsword, and medium armor. You gain a +1 bonus to your AC while not wearing heavy armor. Instead of this bonus, you can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply on top of either option.
Alternative Divine Soul Feature

With their DMs permission, sorcerers with the Divine Soul sorcerous origin can exchange their Empowered Healing feature with the following Divine Attack feature:
when you use your action to cast or use a spell, you can make one weapon attack as a bonus action.

 

Gem Dragons

Gem dragons are a type of reclusive dragons with crystalline scales, which are inherited by their half dragon descendants. The color of these crystalline scales depends on the type of their dragon ancestor; amethyst, emerald, sapphire, topax, crystal, or obsidian. Gem dragons are often reclusive, and don't involve themselves into most world affairds. They are renowned for their psionics, as are their half gem dragon offspring. Because of this affinity, many half gem dragons follow the Way of the Weave monastic tradition.

Lunar/Solar Dragons

Lunar/solar dragons are said to travel the vacuum of space. Their very visage is said to blind those who look directly at them. Like gem dragons, they are often very reclusive, and most that is known about them is shared from their half dragon descendants. Half lunar/solar dragons are often employed by celestials, and are renowned as either inspiring paladins or wise monks that follow the Way of Mercy monastic tradition. Lunar/solar dragons are believed to be an offshoot of astral dragons who left the astral sea, as they too do not have wings, but instead glide through the air and the vacuum of space.

Steel Dragons

Steel dragons are amiable, curious, and witty metallic dragons, that would rather spend their time among human cultures than in their own true forms. They prefer to invest in property and business unlike other dragons, who preferred to hoard monetary treasures. Steel dragons can cast divine magic as arcane spells, which is one of the blessings they have received from Io. They are gifted shapechangers, and continue to gain the benefits of their draconic body even while in they guise. Their guise would age at the normal rate of the race they changed into, which they call Time Touching.

When their mortal live would have run its course, they would shed their memories in a process called "Vaulting", where they would store their previous memories. That way they could live their next live without any bias and prejudices from their previous one. An exception was their soul mate and full dragon children, whose memories stayed vivid, as the other memories around them felt vague and distant. They would live multiple lives throughout their lifespan, called the "chain of lives", after which at the end they would create a work of art that contains their collected wisdom; a teacher could create a book, and an adventurer could create a magical item. It would store these in a vault called "the Composition", which would be their legacy, to be shared at the end of its life. They believe that Io created them for this purpose, to share the wisdom they have learned this way with others.

Steel dragons spend most of their life in human form, except when they try to find a mate. After finding one they would start a "semi-life" where they live in a temporary human form with their "soul mate", while taking care of their children in between, using their magic to disguise them. These children will then move to different cities once they are grown, while the parents will create a new semi-life together.

When one of the dragons lost their soul mate, they would not seek out a new steel dragon soul mate, but instead have partners in their new lives, potentially creating half steel dragons. However it was not rare for a male steel dragon to have multiple partners, with his soul mate's permission, as having a desirable male would increase her own standing.

Half steel dragons would appear as a human or half human, depending on the mortal partner. These children would often be unaware of their true nature, but they could find strange occurrences that would hint at their heritage; such as a surprisingly durable skin, and an affinity towards metal. They would be unable to use their breath weapon, unless they were made aware of it. Either by their parents or by great stress. When used, it would reveal their appearance to those close by.

However, half steel dragons that live among other half dragon for an extended period of time would appear as they truly are, half dragons with horns and a draconic lower body. Half steel dragons who live among humans, and who are not made aware that they are half steel dragons, will generally live their entire lives thinking they are humans and appear as such, unless they use their breath weapon which would temporarily reveal their true form. This disguise can otherwise not be detected by magic, or any other means.

Playing as a disguised half steel dragon

If you are a half steel dragons that is raised among humans, you will have a human appearance, and magic and other means will not reveal your true nature. However, when you use your racial breath weapon trait it will reveal your true nature to everyone within 30 feet of you. You must be aware of your heritage in order to use your racial breath weapon, or if your DM lets you use it under stress.

Half steel dragons, like their dragon ancestors, prefer to talk instead of entering conflict. When they do fight, they generally avoid melee and rely on their magical spells, even though they can hold their own quite well. Remarkably, they have many Divine Soul sorcerers, which most believe is a blessing from Io. There are also many half steel dragon wizards, who often compete with half silver dragons in all things magic. Steel dragons would sometimes organize themselves, but the vaulting would erase the memories of their half dragon offspring. As such half steel dragons have created their own separate society called the Confluence, a loose and secretive association of half steel dragons. The Confluence originated with a pair of steel dragons, Auntyrlothtor and Quituryte. They fought against the malaugrym, evil shapeshifters, together with a group of noble women. In time, the two brothers produced half-breed offspring that were raised in secret by the noble families of the original dames. When these half-breed nobles had reached maturity, they were able to help repel the malaugrym when they subtly attacked again. They understood that they needed to remain vigilant to stop future resurgences, and founded the Confluence to control or eliminate any shapechangers who entered their cities.

Draconic Ancestry
Dragon Damage Type Breath Weapon Ability score
Black Acid 5 by 30 ft. line (Dex. save) Constitution
Blue Lightning 5 by 30 ft. line (Dex. save) Constitution
Brass Fire 5 by 30 ft. line (Dex. save) Charisma
Bronze Lightning 5 by 30 ft. line (Dex. save) Charisma
Copper Acid 5 by 30 ft. line (Dex. save) Charisma
Gem Thunder 15 ft. cone (Con. save) Intelligence
Gold Fire 15 ft. cone (Dex. save) Wisdom
Green Poison 15 ft. cone (Con. save) Intelligence
Lunar/Solar Radiant 15 ft. cone (Con. save) Wisdom
Red Fire 15 ft. cone (Dex. save) Constitution
Silver Cold 15 ft. cone (Con. save) Intelligence
Steel Acid 5 by 30 ft. line (Dex. save) Intelligence
White Cold 15 ft. cone (Con. save) Constitution
Dragon Species and Damage Types
Dragon Resistance
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gem Thunder
Gold Fire
Green Poison
Lunar/Solar Radiant
Red Fire
Silver Cold
Steel Acid
White Cold

If you are a Half gem dragon then you can transform into a gem dragon of your chosen color; amethyst, emerald, sapphire, topax, crystal, or obsidian. If there are no official statistics available for these dragons, you gain the statistics of an adult sapphire dragon (page ..) as described in this work. You can also turn your breath weapon into a Mind Blast while you are in your true dragon form as described on page ...

Sapphire Dragon

Sapphire dragons are the most territorial and antisocial of gem dragons. Militaristic and warlike, they love to discuss military matters and strategy. They prefer to lair in deep, rocky caves and often kept large spiders in their home as a food source. Sapphire dragons are covered in scales of various shades of blue, which sparkle with starburst patterns under sunlight. They are sometimes mistaken for blue dragons. Some of their extremities, such as their tail barbs and the tips of their horns are physically disconnected from their bodies, held aloft by the dragon's psionic force. These appendages move or shift in response to the dragon's mood. An amused sapphire dragon might have its horns oscillate up and down, while an angry dragon would have its appendages flare and widen threateningly.

Closed Lairs. With their ability to shape stone and teleport throughout their lair, they make certain that most of their home is inaccessible to other creatures. They carefully spread their treasure out across several chambers. The treasure is carefully arranged in a decorative manner designed to highlight the dragon's most important pieces. These pieces are usually trophies take from conquests over drow, duegar, illithidae, and aboleths, or the more powerful subterranean non-sentient monsters. The only creatures the dragon typically allows in its innermost chambers are giant spiders—and only because sapphires view such creatures as a delicious snack.

Anti-Social. Although not necessarily hostile, sapphire dragons view all other creatures as potential enemies—after all, they are surrounded by typically violent drow, duegar, and other such creatures. If they are convinced that a traveler means them or their hoarde no harm, then they will gruffly let the individual go.

Specialized Interests. Sapphire dragons have little interest in talking to others—except, strangely, about military history and tactics and games of strategy, for which most sapphire dragons have a strange passion. They have absolutely no use for ideas such as luck and care nothing for randomness, but adore playing games such as chess or go and will gladly play against an interested traveler. They are not, however, graceful losers.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.
  • The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.
  • A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears,

  each creature in its space is pushed to either side of the   wall the creature wants. Each 5-foot section of wall has   AC 17, 20 hit points, vulnerability to thunder damage,   and immunity to poison and psychic damage. The wall   vanishes when the dragon uses this lair action again or   when the dragon dies.

Regional Effects

The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Giant spiders are attracted to the area within 6 miles of the lair and settle there in large numbers.
  • Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.
  • Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.

Sapphire Dragon Wyrmling

Medium dragon, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +5, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +5
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)          Proficiency Bonus +4

Actions

Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) thunder damage.

Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot-cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 17 (5d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.


Young Sapphire Dragon

Large dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10+64)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +7, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 9 (5,000 XP)       Proficiency Bonus +4

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage plus 4 (1d8) thunder damage.

Claw. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot-cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.


Adult Sapphire Dragon

Huge dragon, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 60)
  • Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 21 (+5) 18 (+4) 17 (+3) 18 (+4)

  • Saving Throws Dex +8, Con +10, Wis +8, Cha +9

  • Skills History +9, Perception +13, Persuasion +14, Stealth +8
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)     Proficiency Bonus +5

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: 1/day each: scrying, telekinesis, teleportation circle Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, Reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) thunder damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw 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 the dragon's Frightful Presence for the next 24 hours.

Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
Telekinetic Fling. The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage.
Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.




Ancient Sapphire Dragon

Gargantuan dragon, lawful neutral


  • Armor Class 22 (natural armor)
  • Hit Points 455 (26d20+182)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 25 (+7) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +10, Con +14, Wis +10, Cha +12
  • Skills Perception +17, Stealth +10
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (50,000 XP)         Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, Reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) thunder damage.

Claw. Melee Weapon Attack: +16 to hit, Reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, Reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw 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 the dragon's Frightful Presence for the next 24 hours.

Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot-cone. Each creature in that cone must make a DC 22 Constitution saving throw. On a failed save, the creature takes 63 (18d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
Telekinetic Fling. The dragon chooses a Medium or smaller object that isn't being worn or carried that it can see within 90 feet of it, and magically hurls the object at a creature it can see within 90 feet of the object. The target must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) bludgeoning damage.
Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.