Metallic Dragons
Metallic Dragon Cohorts
Two of the baron's guards leaned heavily against their spears, the rain soaking their hide armor. The men looked like oversized dogs as they shooed away a handful of stray cats, flailing at the creatures with iron-toed boots.
"Not worth it. I don't even care what we're being paid anymore. That drake isn't worth holding onto in this sorry place."
The second guard shook his head. "It's a dragon, friend. You know what they say. When a gold dragon reveals itself, empires find themselves wantin' for more men." The man glared at one of the cats, and it stared back from behind a veil of heavy rain.
"That true when they're the size of a pony, though? I don't think our friend in the stables is gonna' overthrow our lord now, is he?"
"Not alone," said a third voice. The men turned and gasped. They were no longer surrounded by kittens, but by several large, scaled creatures, each of whom towered over them.
"The stables are... which way, exactly?" asked one of the dragons, leaning so close as to feel the guards' panicked breaths. The creature was sheathed in bronze, and its eyes were spheres of molten iron.
art by Rod Mendez
cover art by Marina Kleyman
What is a Cohort?
In short, a creature cohort is a monster, perhaps from the Monster Manual that has been converted into its own race and associated class (which are designed to be taken together). You create a cohort much like making a character, following the same rules in the Player's Handbook. One difference, though, is that cohorts typically don't pick a character background unless the monster in question had a prior profession.
Cohorts are designed to be flexible, so that DMs can do some of the following:
- DMs can use a cohort in place of the normal "Sidekick" rules from Tasha's Cauldron of Everything, allowing an iconic monster to act as a friendly NPC or even as a party member
- A cohort can be used as a monster that levels with the party (as a recurring enemy or rival, for instance)
- Cohorts can act as more powerful familiars, or as substitutes for animal companions (or similar class abilities)
Note: despite being mentioned above, you do not need to own Tasha's Cauldron of Everything to use cohorts.
Keep in mind that as of the time of this writing, creature cohorts are not designed for multiclassing nor balanced for such.
Metallic Dragon Racial Features
As the progeny of Bahamut, you have the following racial features. Subraces for the five types of metallic dragons (Brass, Bronze, Copper, Gold and Silver) are also described below.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. A dragon wyrmling is capable of defending itself practically from the moment it hatches. Dragons have lifespans measured in centuries, with ancient dragons living to be over a thousand years old.
Alignment. Metallic dragons are the kindred of Bahamut, the god of good-aligned dragons. As such, metallic dragons lean (from a cultural level) towards helping the 'smallfolk' of the world such as humans, elves, dwarves and their compatriots. Brass dragons love to learn about the world through conversation, and so they tend to enjoy meeting new people and learning their stories. Bronze and Gold dragons are more likely to actively seek out evils to fight, while Copper and Silver dragons are usually motivated by the company they keep, and in creating a safe haven for others to live in.
Size. Even a wyrmling dragon has enough size and mass to be counted as a Medium-sized creature (even if only barely). A wyrmling has a body length of about four to five feet. An average-sized wyrmling is a little over three feet at shoulder height.
Speed. Your base movement speed is 30 feet. Eventually you will learn to fly as well.
Darkvision. A dragon's eyes are well adapted to seeing in dim and dark 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.
Dragonscale Defense. When in dragon form, you are unable to wear armor of any kind or use shields. However, as a dragon you are far from vulnerable. When in dragon form, you have a natural armor class of 13 + your Constitution modifier.
Draconic Nature. You count as a dragon for the purposes of spells and effects.
Tooth and Nail. Your teeth and claws are strong enough to match the weapons used by the humanoid races of the world. You have a bite attack that deals piercing damage equal to 1d8 plus your Strength modifier on a hit and has the heavy property. You also have two claws that deal slashing damage equal to 1d6 plus your Strength modifier on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Your bite and claws count as natural weapons.
When in Dragon form, you are unable to use weapons unless they are specifically crafted for dragons. Your claws are able to manipulate objects to some degree, but they are ill suited for handling most humanoid-sized weapons. Languages. You can speak, read and write Common and Draconic.
Brass Dragon
As a brass dragon, you are accustomed to the harsh nature of the desert, being able to withstand heat more readily than other creatures. Also, your kind has an innate urge to learn from others, and so you quickly learn to adapt in conversations to suit the betterment of you and your allies. Your body of worldly knowledge is second to none.
Boldly Talkative. You are proficient in the History and Persuasion skills.
Born of Blistering Heat. You have resistance against fire damage.
Bronze Dragon
Bronze dragons are known to thrive amongst the seas and beaches, and are undeterred by the fury of the storms that roil above them. In times of war, bronze dragons like yourself are said to be amongst the vanguard in every battle against evil, whether in the guise of humanoids or in their full, chrome-scaled glory.
Dragons of the Coast. You can breathe air and water.
Disciples of War. Starting at 6th level, you gain proficiency in heavy armor as well as martial weapons when in humanoid form.
Of the Storm. You have resistance to lightning damage.
Copper Dragon
Dragons are often spoken of due to their legendary feats, but as a copper dragon you are just as likely to be known for your peerless wit. Residing in their hilltop havens, copper dragons have a humorous (and some would say, chaotic) streak about them that is perhaps unusual in dragon society. It may be poetic that they resist caustic acids as readily as noxious humor.
Cautious and Crafty. You are proficient in the Deception and Performance skills.
Like Oil on Water. You have resistance to acid damage.
Gold Dragon
All dragons are known for their considerable insight into the world and its workings. Even they have their mentors and leaders, though, and gold dragons are seen as the finest examples of their kind. Gold dragons are described as enigmatic beings who travel the world and study its innermost secrets while keeping their true identities hidden. Only in the face of disaster do gold dragons emerge... and when they do so, tyrants fall in their wake.
Mentor to Dragonkind. You are proficient in the Persuasion skill.
Amphibious. You can breathe air and water.
Gold Dragon's Hide. You have resistance to fire damage.
Silver Dragon
As a silver dragon, you are more likely than other metallic dragons to spend much (or most) of your time in a humanoid form. Silver dragons are known for their fascination with the shorter-lived races of the world, especially humans. Such dragons generally live within a humanoid society as long-lived protectors of the commonfolk. In that capacity, they often use the combined research of the small races to add to their already formidable knowledge of all things arcane.
Sages of the Skies. You are proficient in the Arcana skill.
Protectors of the Smallfolk. Starting at 6th level, you gain proficiency in martial weapons when in humanoid form.
Rime-hardened Scales. You have resistance to cold damage.
New Class: The Metallic Dragon
Class Features
As a metallic dragon, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per dragon level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per dragon level after 1st.
Proficiencies
- Armor: none
- Weapons: none
- Tools: none
- Saving Throws: Constitution, Charisma
- Skills: choose two from Arcana, Athletics, History, Intimidation, Perception, Persuasion and Survival.
Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) an explorer's pack or (b) a scholar's pack
- a nail file and 50 gold
Weapons of Birthright
At 1st level, you gain the natural weapons of a true metallic dragon (unless you are already a member of the metallic dragon race).
You have a bite attack that deals piercing damage equal to 1d8 plus your Strength modifier on a hit. You also have two claws that deal slashing damage equal to 1d4 plus your Strength modifier on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Your bite and claws count as natural weapons.
In addition, your natural weapons become stronger as you gain metallic dragon levels. Your bite and claws have their damage die size increase at the indicated levels:
At 6th level, your bite damage die becomes 1d10, and your claw damage die becomes 1d6.
At 11th level, your bite damage die becomes 2d6, and your claw damage die becomes 1d8.
Elemental Breath Weapon
Starting at 2nd level, you can use an action during your turn to exhale raw elemental energy. The breath weapon save DC is calculated as follows:
Breath Weapon DC
Breath weapons deal damage to enemies that fail a Dexterity saving throw against your breath weapon save DC. Creatures take half damage on a successful save. The damage of your breath weapon and the area affected depends on your bloodline:
Brass. You deal 1d8 fire damage per breath weapon die in a 30-foot line that is 5 feet wide.
Bronze. You deal 1d8 lightning damage per breath weapon die in a 30-foot line that is 5 feet wide.
Copper. You deal 1d8 acid damage per breath weapon die in a 30-foot line that is 5 feet wide.
art by Todd Lockwood
copyright Wizards of the Coast
The Metallic Dragon
Level | Proficiency Bonus | Features | Breath Weapon Die |
---|---|---|---|
1st | +2 | Weapons of Birthright | — |
2nd | +2 | Elemental Breath Weapon | 2 |
3rd | +2 | Bloodline Ability, Flight | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 4 |
6th | +3 | Change Shape, Eldritch Bones | 4 |
7th | +3 | Secondary Breath Weapon, Size Increase (Large) | 5 |
8th | +3 | Ability Score Improvement | 6 |
9th | +4 | Draconix Arcana | 6 |
10th | +4 | Bloodline Ability, Superior Movement | 7 |
11th | +4 | Breath Weapon Mastery, Weapons of Fury | 8 |
12th | +4 | Ability Score Improvement | 9 |
13th | +5 | Frightful Presence, Half-Dragon Form | 10 |
14th | +5 | Wing Attack | 11 |
15th | +5 | Superior Knowledge | 12 |
16th | +5 | Ability Score Improvement | 12 |
17th | +6 | Improved Draconix Arcana | 13 |
18th | +6 | Bloodline Ability | 14 |
19th | +6 | Ability Score Improvement | 15 |
20th | +6 | Herald of Bahamut | 15 |
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Gold. You exhale fire in a 15-foot cone, dealing 1d6 fire damage per breath weapon die.
Silver. You exhale cold in a 15-foot cone, dealing 1d6 cold damage per breath weapon die.
Once you use your breath weapon, you must wait 1d6 minutes before using it again. The number of breath weapon die changes as you gain metallic dragon levels, as shown in the Breath Weapon Die column of the Metallic Dragon table.
Bloodline Abilities
Each breed of metallic dragon learns to draw upon the powers unique to its lineage. Starting at 3rd level, you gain extra abilities based on your draconic bloodline (typically based on a dragon's subrace). Metallic dragon bloodlines are detailed at the end of this class description.
Flight
At 3rd level, your wings have grown enough for rudimentary flight. You gain a fly speed of 40 feet. Your wings work only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
You fly at only half the normal speed if you carry weight that exceeds two-thirds of your maximum carrying capacity. You cannot fly at all if you carry weight that exceeds your carrying capacity.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Extra Attack
At 5th level, you may attack twice, rather than once, when using the Attack action.
Change Shape
Starting at 6th level, you gain the magical ability to take on a variety of forms. As an action during your turn, you magically polymorph into a humanoid or beast that has a challenge rating equal to or less than your dragon level divided by 3, rounded down, or back into your true form. You revert to your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).
In a new form, you retain your alignment, current and maximum hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. You also do not gain the spellcasting feature for any form you take.
In humanoid form you gain proficiency with light and medium armor, shields and simple weapons. You may remain in a humanoid or beast form until you use this ability again.
Eldritch Bones
Starting at 6th level, your natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Secondary Breath Weapon
At 7th level, you gain a second, non-lethal breath weapon based on your bloodline. When using your elemental breath weapon ability, you can instead use one of the following effects:
Brass. You exhale sleep gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw against your breath weapon save DC or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Bronze. You exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw against your breath weapon save DC. On a failed save, the creature is pushed 30 feet away from you.
art by Jana Souflova
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art by Claudio Pozas
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Copper. You exhale gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw against your breath weapon save DC. 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.
Gold. You exhale gas in a 60-foot cone. Each creature in that area must succeed on a Strength saving throw against your breath weapon save DC or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Silver. You exhale paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw or be paralyzed 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.
Size Increase (Large)
At 7th level, you have grown beyond the limitations of your wyrmling form, and are now a Large-sized creature. You no longer fall to the ground at the end of your turn while flying, and can in fact remain flying for hours at a time. Your elemental breath weapon now also affects a larger area, depending on your bloodline:
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Brass. 60-foot line, 5 feet wide.
Bronze. 60-foot line, 5 feet wide.
Copper. 60-foot line, 5 feet wide.
Gold. 30-foot cone.
Silver. 30-foot cone.
Draconix Arcana
Magic flows in your blood, and now this manifests itself in whichever way you see fit. At 9th level, you learn a single 1st, 2nd, and 3rd level spell from any class spell list. The spells you choose do not have to be from the same class spell list. Charisma is your spellcasting ability for these spells, and your spellcasting save DC is calculated as follows:
Spell Save DC
Spell attack modifier
You may cast each of these spells once, and do not need material components to cast them. You may cast your Draconix Arcana spells when in any form capable of casting spells (such as dragon or humanoid forms).
You recover any expended spells upon completion of a long rest.
At 17th level, you learn two new spells through this ability, also from any class spell list. One of these chosen spells must be a 4th-level spell. The second spell must be a 5th-level spell.
Superior Movement
Your stature and wingspan have grown to such an extent that you can more easily outrun (or outfly) your enemies as well as allies. At 10th level, your base movement speed becomes 40 feet. Your fly speed is also improved to 80 feet.
Weapons of Fury
At 11th level, you gain the ability to attack enemies a short distance away with your tail. Your tail attack deals bludgeoning damage equal to 1d12 plus your Strength modifier and has the reach property.
In addition, you can roll an extra 2d6 damage on a hit whenever you critically hit an enemy with a melee weapon, a ranged weapon or a cantrip (regardless of your form). This damage is the same damage type as your elemental breath weapon.
Breath Weapon Mastery
By the time you reach 11th level, you learn to use your elemental breath weapon to maximum effect. Your elemental breath weapons now affect the following area, based on your bloodline:
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Brass. 90-foot line, 10 feet wide.
Bronze. 120-foot line, 10 feet wide.
Copper. 90-foot line, 10 feet wide.
Gold. 60-foot cone.
Silver. 60-foot cone.
In addition, your support breath weapon's range now extends an additional 30 feet (to a 60-foot range for the bronze dragon, and 90 feet for brass, copper, gold and silver dragons)
You may also use your breath weapon more often than before. Once you use your breath weapon, you only need to wait 1d6 rounds before using it again.
Frightful Presence
Starting at 13th level, your towering form inspires fear in those unfit to fight alongside you. As an action during your turn, each creature of your choice that is within 120 feet of you and aware of you must succeed on a Wisdom saving throw against your Draconix Arcana save 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 the your Frightful Presence for the next 24 hours.
You may use this ability a number of times equal to your proficiency bonus, and recover all expended uses upon completion of a long rest.
Half-Dragon Form
At 13th level, you learn to take on an avatar-like form that allows you to act as a humanoid or beast, but still retain much of what makes your kindred so revered amongst mortals. When using your Shape Change ability to change into a humanoid or beast form, you can choose to shapeshift into a half-dragon form instead of a normal humanoid or beast of the chosen kind.
In a half-dragon form, you appear to be a humanoid or beast of the chosen kind as normal, but with obvious draconic features unique to your heritage-- such as gold scales, horns, bronze-looking hair or skin, or eyes that appear to be silvery spheres without pupils. You can choose to be more draconic in appearance, or look closer to the chosen humanoid or beast as you see fit.
While in half-dragon form, you are essentially in a normal humanoid or beast form (per the Shape Change ability) but with the following changes:
- You may retain your original Strength, Dexterity and Constitution scores (instead of adopting the ability scores of the chosen form). You choose which set of physical scores (yours or the form's) you wish to use each time you use the Shape Change ability.
- You may use your breath weapon as though you were in dragon form. Any breath weapon with a width of 10 feet is reduced to a 5-foot width when in a Medium-sized or smaller form. Otherwise the range and radius of your breath weapons are unchanged.
- You retain the damage resistance associated with your bloodline (acid for copper dragons, lightning for bronze dragons, fire for brass or gold dragons, and cold for silver dragons)
Whenever you use this ability, you may take on the appearance of a previous Half-Dragon Form or you can create a new one. Regardless of how you look in this form, though, you are obviously not a typical creature of your chosen type, and you have disadvantage on any ability checks that involve trying to hide your draconic nature.
Wing Attack
At 14th level, you learn to take flight in the face of your enemies while damaging them in the process.
You may beat your wings as an action, leaving your foes behind after a dramatic takeoff. Each creature within 10 feet of you must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or take bludgeoning damage equal to 2d6 plus your Strength modifier and be knocked prone. You can then fly up to half of your flying speed as part of the same action.
Superior Knowledge
Dragons are said to be immensely knowledgeable regarding the world and the wonders it offers. While dragons are often long-lived, they are also perceptive, vigilant, and possess incredibly detailed memories. Starting at 15th level, your awareness of places, people and events becomes self-evident.
Whenever you make an Arcana or History ability check, after you roll the die but before the outcome is determined, you can instead choose to roll an addtional d20. If you do, you must use the new d20 roll for the check.
art by Rossdraws
Improved Draconix Arcana
At 17th level, you regain one expended Draconix Arcana spell of up to 3rd level whenever you complete a short rest.
In addition, whenever you complete a long rest, you may replace one of your known Draconix Arcana spells with another spell of the same level.
Herald of Bahamut
At 20th level, your form is now massive enough where, though you are not technically a Huge-sized creature, you are most definitely approaching that point. In dragon form, your reach extends to 10 feet. You also gain immunity to an elemental damage type, depending on your draconic bloodline:
Brass. You gain immunity to fire damage.
Bronze. You gain immunity to lightning damage.
Copper. You gain immunity to acid damage.
Gold. You gain immunity to fire damage.
Silver. You gain immunity to cold damage.
In addition, your hit dice all become d12s. Your current and maximum hit points increase by 20 immediately upon gaining this ability.
Metallic Dragon Bloodlines
Starting at 3rd level, the metallic dragon cohort starts gaining abilities based on their specific bloodline--that of the brass, bronze, copper, gold or silver dragon. Keep in mind that metallic dragons virtually never mate outside of their subspecies (gold dragons only with others of their type, for example). Therefore, it is assumed that a metallic dragon's subrace and subclass will be the same, and the subclasses are designed with that in mind.
Brass Dragon Bloodline
Burrower
Starting at 3rd level, you learn to maneuver through the earth with some ease. You gain a burrow speed equal to half your walking speed. Note that you do not leave a tunnel behind when using this ability. You instead leave any displaced debris behind you as you move.
Conversationalist
Brass dragons are renowned for their love of conversation and the art of spoken language. At 3rd level, you learn to use your skill with words to draw the focus of others onto yourself. As a bonus action during your turn, you choose a creature that you can see within 30 feet. You make a Persuasion check contested by the creature's Insight check. If you win, the creature has disadvantage on all Perception checks against creatures other than yourself, and has disadvantage on all attacks it makes against targets other than yourself. This effect lasts 1 minute, or until the creature is attacked or damaged by someone other than you.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Sandstorm
At 10th level, as an action during your turn, you can summon a magical storm of desert sand to blind your enemies. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point that you can see within 120 feet. The cloud spreads around corners. Each creature in it must succeed on a Constitution saving throw equal to your Breath Weapon DC or be blinded 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.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Living Weapon
At 18th level, you learn to create a new companion and conversational partner from your own magical essence-- a living weapon.
During a short rest, you can attune yourself to a single, nonmagical melee weapon worth at least 1 sp. When you do so, you awaken a magical force within yourself that you imbue into the weapon. The weapon gains a +1 magical bonus, and functions exactly like a dancing sword (regardless of what weapon type you imbued). The weapon also gains sentience and can speak telepathically to creatures within 60 feet. In addition, the weapon can store up to five spell levels within it, functioning like a ring of spell storing. You must be in physical contact with the weapon to cast spells stored in it. You may direct this dancing weapon to move and attack without using an action, but only during your turn and only once per round. You are considered proficient with the weapon whenever you wield it. Losing your attunement to the item causes it to lose all magical abilities gained through this ability immediately.
In addition, while you are attuned to a weapon in this way, you may use a bonus action to teleport the weapon to you as long as you are on the same plane of existence. If you lose the item or if it becomes destroyed, you can spend a short rest imbuing your magic into a new weapon, causing the previous weapon to immediately lose any magical properties granted by this ability.
Bronze Dragon Bloodline
Swift Swim
Starting at 3rd level, you learn to navigate through water as easily as upon land. You gain a swim speed equal to your walking speed.
Strategize
At 3rd level, you are able to examine a situation (or battle) closely, discovering any tactical advantage that you can use against the obstacles ahead. As an action during your turn, you may choose up to 3 creatures that you can see within 30 feet. Those creatures gain the benefit of the bless spell for up to one minute, as long as you maintain concentration. This otherwise functions exactly like the spell of the same name.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Deafening Blast
Beginning at 10th level, as an action during your turn, you can create a blast of thunder to deafen your foes. A thunderclap originates at a point that you can see within 120 feet. Each creature within a 20-foot radius centered on that point must make a Constitution saving throw against your Breath Weapon save DC or take 2d10 thunder damage and be deafened 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.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Foehunter's Might
Starting at 18th level, your Strength score increases by 2. Your maximum Strength score becomes 22. In addition, whenever you take the form of a humanoid or beast, you may increase one of that form's physical ability scores (Strength, Dexterity or Constitution) by 2. That form's maximum ability score of your choice increases to 22 as long as you stay in that form.
art by Vance Kovacs
copyright Wizards of the Coast
Whenever you use your Shape Change ability to take on a humanoid form, you may choose any humanoid form with a Challenge Rating equal to or less than one half of your dragon level, rounded down.
In addition, whenever you roll initiative--in any form--you gain the benefits of the protection from evil and good spell for 1 minute. This effect does not require concentration, and cannot be dispelled.
Copper Dragon Bloodline
Awaken (Tiny) Beast
Starting at 3rd level, your mere presence is enough to impart uncanny intelligence into rodents, birds and other small creatures. As an action, you can target a Tiny-sized beast that you can see within 60 feet of you. If the creature has an Intelligence score of 3 or lower, it becomes charmed permanently. Targeting a creature with this ability removes this charm effect from any previously charmed creatures.
While you have a creature charmed by this ability, it gains bonus maximum hit points equal to your dragon level. The creature's Intelligence, Wisdom and Charisma scores each become 8 if they were originally lower than 8. The companion also gains the ability to speak and understand Draconic.
Besides remaining a beast, the companion is otherwise treated exactly as though it were a familiar per the find familiar spell. If your beast familiar dies, you can breathe new life into its body during the course of a short rest. If your companion is permanently lost to you, you can charm a new creature and gain its services in the same way.
Once you have charmed a creature with this ability, you may not do so again until you complete a short rest.
Refined Humor
At 3rd level, you learn to weaponize your wit and use it to stifle your enemies in combat. When a creature that you can see within 60 feet of you makes an attack roll or saving throw, you can use your reaction to roll 1d6 and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or saving throw succeeds or fails. The creature is immune if it can't hear you or if it is immune to being charmed.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Stymie
Starting at 10th level, you are able to magically assert your will on the terrain around you. As an action, you choose a 20-foot-square area on the ground that you can see within 120 feet. The ground in that area turns into 3-foot-deep mud and counts as difficult terrain. Each creature on the ground in that area when the mud appears must succeed on a Dexterity saving throw against your breath weapon save DC or become restrained.
A creature can take an action to attempt a Strength check against your breath weapon save DC, freeing itself or another creature within its reach and ending the restrained condition on a success. At the beginning of your next turn, the mud hardens, and the Strength DC to work free increases by 3.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Bonded Companion
Beginning at 18th level, as a bonus action, you can designate an ally within 30 feet of you as your bonded companion. As long as you are bonded to another creature in this way, you gain the following benefits:
- Whenever your bonded companion hits a creature, you gain advantage on all attack rolls against that creature until the end of your next turn
- Whenever your bonded companion is hit by a melee or ranged weapon attack, if you are adjacent to that ally, you may use a reaction to halve the damage of that attack
- Both you and your bonded companion have advantage on Dexterity saving throws
This ability lasts for 1 minute. You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Gold Dragon Bloodline
Adept Swimmer
Starting at 3rd level, you learn to navigate through water as easily as upon land. You gain a swim speed equal to your walking speed.
Waking Visions
At 3rd level, you begin to see glimpses of the near future. These visions are often sudden and on short notice, though, and the language you use to warn others can make the difference between avoiding failure... or simply delaying the inevitable.
Whenever an ally that you can see within 60 feet makes an attack roll, saving throw or ability check, you can make a Persuasion check as a reaction. You can choose to replace the creature's roll with the result of your Persuasion check instead. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, saving throw or ability check succeeds or fails.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Perilous Daydreams
Starting at 10th level, you learn to pull creatures in the world around you into a dreamscape of your imagining. As an action, you force one creature that you can see within 120 feet to make a Charisma saving throw against your breath weapon save DC, or be banished into a dream plane for 1 minute.
The dream plane is a different plane of existence that you have imagined into being. The creature can only escape by using an action during its turn. When it does so, you make a Charisma check contested by the creature's Charisma check. If the creature wins, it escapes the dream plane. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Note that the dream plane may look however you wish, but the plane is completely harmless to the target of this ability (though the plane may still be terrifying or awesome to behold).
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
Limited Foresight
At 18th level, you gain the ability to react to future events just before they come to fruition. You are able to cast the foresight spell as an action. When casting the spell using this ability, the duration is limited to 1 minute.
You may use this ability twice, and recover any expended uses upon completion of a long rest.
Silver Dragon Bloodline
Silver Lining
Starting at 3rd level, you learn to whip up winds and updrafts at a moment's notice, carrying your allies to safety when they need it most.
You learn the feather fall spell. You may cast the spell without any material components. When you use the spell in this way, a light breeze manifests itself within 120 feet of you for the duration.
You may use this ability twice, and recover all expended uses upon completion of a long rest.
Mage Adept
At 3rd level, your innate understanding of magic has already begun to outpace other metallic dragons. You learn two cantrips from any class' spell lists. Whenever you complete a long rest, you may replace one cantrip you have learned in this way with a new one of your choice.
Cloudsmith
At 10th level, you can summon a dense fog onto the battlefield, and can even shape the fog to protect your allies (or frustrate your enemies). As an action, you create fog exactly as if you had cast the fog cloud spell. Once during the duration of the spell, you can use a bonus action and create a wall of stone effect with statistics as though you had cast the spell of the same name. This wall is created from exceptionally dense clouds, and it cannot extend beyond the radius of the fog cloud effect.
The above effects last 1 minute. Once the fog cloud effect ends, so does any wall of stone effect that you created using this ability.
You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completion of a long rest.
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Silver Seer
Starting at 18th level, you become an unparalleled master of your inborn magical power--even amongst your kindred. You can cast three bonus spells per long rest. These bonus spells can be of any spell level, though no two bonus spells can be of the same spell level (for example, you could cast a fourth and fifth level spell using this ability, but not two fifth level spells). These can only be spells you already know from your Draconix Arcana ability, or from the spell list of a humanoid form that you have taken on using your Shape Change ability. You still do not gain the Spellcasting ability of forms that you Shape Change into, but you can use your bonus spells to cast spells on your adopted form's full spell list.
You use Charisma as your spellcasting ability for these spells, any spell attack rolls use your Charisma modifier, and you use your Draconix Arcana save DC for any spells you cast in this way. You recover any expended bonus spells upon completion of a long rest.
In addition, when using your Shape Change ability, you can choose any humanoid form with a Challenge Rating equal to or less than half your dragon level, rounded down.
Hope Glides Upon Youthful Wings
Remember that petting your dragon is not only recommended, but it may even be expected of you during their wyrmling stage. One must be careful, though-- signs of affection may be seen as embarrassing to the wyrmling, at least in public places. They may be small, but they are prideful still. Treat them as you would a young noble and you will go far, but with two exceptions. A scratch beneath the chin is as good a reward as gold... and remember to provide them with their fair share of raw meat (allow them to cook it themselves, breath and all, as they derive some joy from getting the food just right without assistance). Follow this advice, and your little friend will never forget your scent, nor your affections.
Remember that a dragon, once a friend, is an ally that will remember your name for generations. There is no greater honor than this.
-Gerian Gaulter, "The Wyrmwood Maiden"
art by TheDurrrrian
Metallic Dragon Cohorts- Miscellany
Challenge Rating for Metallic Dragons
The following challenge ratings are based on the Monster Statistics by Challenge Rating table on page 274 of the Dungeon Master's Guide. Note that the below numbers were calculated without accounting for equipped magic items.
As a point of reference: The average level 20 player character may have a CR around 12-14 depending on the character's build and magic items, and can become higher still when using an optimized build and powerful items.
Cohort Level | Recommended CR |
---|---|
1 | 1/4 |
2 | 1/2 |
3 | 1/2 |
4 | 1 |
5 | 2 |
6 | 3 |
7 | 3 |
8 | 3 |
9 | 4 |
10 | 5 |
11 | 6 |
12 | 6 |
13 | 7 |
14 | 7 |
15 | 7 |
16 | 8 |
17 | 9 |
18 | 10 |
19 | 11 |
20 | 12 |
Roleplaying as a Metallic Dragon
Metallic dragons are, in some ways, the embodiment of the powerful but benevolent noble. They tend to live in isolation (or when they operate in the open, they do so in disguise), but there is little doubt that when and where metallic dragons show up, they do so with virtue in their hearts and a deep--if mildly patronizing--concern for the smaller races.
Unlike their more infamous cousins, the chromatic dragons of Tiamat (more to come on them...) metallic dragons teach their young a great deal about right and wrong in the world (as they see it) and take great pride in their legacy of alliances with good-aligned peoples and kingdoms.
With all of this in mind, though, metallic dragons do have their critics. Though few would argue against the pure-hearted nature of Bahamut's brood, there are those who say that metallic dragons tend to be naive. In many worlds, dragons do not have much in the way of serious competition, and often do not suffer for long due to their extraordinary strength, their ability to fly with ease, and the combined power of their kindred and allies. As such, metallic dragons sometimes come across as having a simplistic, black-and-white view of the world, understanding suffering not from their own experiences... but as an outsider would speak of it. For a metallic dragon, if one suffers for long it must be because someone else is making them suffer. Ridding the land of its mad king is often seen as the main solution to the peoples' problems, rather than the more complicated, nuanced issues that the people actually deal with.
Roleplaying the Metallic Bloodlines
Brass dragons have a love for small-talk and conversation, but not merely as a way of passing time. For dragons of this lineage, their main currency is information (or magical items that can provide such). Brass dragons have a reputation for long talks deep into the evening with anyone who will listen. Compared to other dragons, those of the brass bloodline are less likely to judge a book by its cover, as a person's story in life is not always apparent by the way they look or dress.
Bronze dragons are just as noble as their kindred, but they often see conflict--and even war--as the inevitable outcome of living in a world alongside ceaseless evil. Bronze dragons are more likely than other dragons to actively seek bandits, ruffians and outlaws to fight, knowing that sometimes one cannot afford to let the other side act first. Bronze dragons in humanoid form are most often soldiers, bounty hunters, or any occupation that lets them pursue evil where they can find it.
Copper dragons are the odd bunch amongst metallic dragons. They tend to be less lawful than their kindred, and find humor even, at times, in seemingly dire situations. To copper dragons, a good joke is the ultimate de-stresser, though this does not always work as intended. Copper dragons are more likely to be offended when their presence is not fully appreciated, and to some it would seem that their love of jokes, bards and entertainment may be an extension of a supreme (and perhaps fragile) ego.
Gold dragons, generally speaking, spend more of their time trying to understand how the world works through intense study. These dragons often prefer not to be interrupted except when their help is truly needed. Ironically, this usually means that gold dragons are the most isolated of all metallic dragons, trying to comprehend the world from behind closed doors. That said, these dragons tend to be much more aware of the complexities of the world... they are known as the mentors of metallic dragons for a reason.
Silver dragons share the gold dragons' love for comprehending the world at a higher level. Those of the silver bloodline, though, prefer to understand people by living amongst them rather than by studying from afar. Silver dragons spend more time in humanoid forms than any of their kin, and may even live for years as a particular humanoid, adopting a fully fleshed out identity to truly understand how mortals see the world. Silver dragons do not abandon study, though-- they just tend to focus their research on furthering their magic. This understanding of the arcane arts is used, first and foremost, to serve the people they have come to know and love.
Metallic Dragons as PCs
Compared to the other cohorts released so far (the Beholder and the Ooze), dragons were designed from the start to be fairly seamless between their cohort and player character versions. That said, while the metallic dragon cohort may not be lacking in power or combat options, some adjustments are still recommended when playing a metallic dragon character:
- Allow the dragon player character to choose a background normally (though the relevant options may be limited).
- Note that while a dragon in its natural form cannot use armor, or weapons made for other species, that does not mean the dragon cannot use other magical items (such as bracers or jewelry) in order to enhance their capabilities...
This is Fan Content
'Creature Cohorts' 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.
Thank you all for your support! This is version 1.1 of the Metallic Dragon Cohort(s), and the lion's (or dragon's) share of the changes and adjustments were informed by the communities of r/UnearthedArcana and r/DnDHomebrew.
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art by John Tedrick
Let Your
Sidekick
Take Flight
Creature Cohorts were created by me, Mister_Thr33, and were inspired by Tasha's Cauldron of Everything as well as the 3rd Edition supplement Savage Species
Cover art by Marina Kleyman
(www.artstation.com/gugu-troll)
Page 2 art by Rod Mendez
(www.artstation.com/rodmendez)
Page 4 art by Todd Lockwood
(www.toddlockwood.com/)
Page 5 art by Jana Souflova
(www.maffet.cz/ilustrace.html)
Page 6 art by Claudio Pozas
(claudiopozas.com/index.html)
Page 7 art by Rossdraws
(www.deviantart.com/rossdraws)
Page 9 art by Vance Kovacs
(www.artstation.com/americanbean)
Page 11 art by TheDurrrrian
(https://www.deviantart.com/thedurrrrian)
Page 13 art by John Tedrick
(www.artstation.com/tedrick94)
Back cover art by Elizanel Suhoveeva
(https://www.artstation.com/user-9ef30087a6d7c0a8)
Watercolor stains by Jared Ondricek
(https://watercolors.giantsoup.com/xgte/xgte_bottom-left/index.html)