Dragon (5e Race)

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Design Note: It is recommend to take levels in the optional dragon class, as the race was designed to work with it, but other classes could potentially work, but are difficult to justify for a dragon(wielding weapons, ect. other things that require hands) and would likely need a decent bit of re-flavoring features to make sense. In addition, if typical backgrounds are not to a pc's liking, it is recommend to work with your DM to build a unique background and give the dragon pc 2 languages of their choice and 2 skill proficiencies from the dragon class.

Dragon[edit]

Physical Description[edit]

Dragons are winged reptilians of ancient lineage and terrifying powers. They are known and feared for their predatory behavior, cunning wit and greed. The oldest dragons are regarded as some of the most powerful creatures in the world. Dragons are magical creatures whose innate power gives them many preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons are made up of two categories: chromatic and metallic dragons. Blue, white, black, green and red dragons are selfish, evil and feared by all. Bronze, copper, brass, gold, and silver are noble, benign and highly respected by the wise. Although their goals and ideals vary tremendously, all dragons covet riches and strive to accumulate piles of coins, gems, jewelry and magical items. Dragons with great mountains of treasure hate to leave them for a long time, venturing out of their dens to patrol and feed themselves. They can live for thousands of years. From that age on, their strength becomes incomprehensible and their treasure heaps can grow unimaginably large.

Chromatic Dragons[edit]

Black Dragons

Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. Black dragons are easily distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward. A large frill adorns the upper part of their neck and they smell of rotting vegetation, foul water, or the powerful acid they can breathe. Considered ambush predators, this jungle or forest dragons revel in the decay and death of civilizations, often making a home in the ruins of old cities smugly relishing the fact that these individuals died, and it survived, outlasting; nialistic and seemingly psychotic, the last dragon to want get defeated by. They can make water shoot up black, ehtheral, nay, nether like hands that graple and tug the prey to their doom... and they are ambush predators.... (there is a good chance that they are right there since they have gills). There is also no guarantee that the dragon is even close if nightmare hands pop out of poisonous, stinking, evil looking water that one doesn't have anything to gain from being near anyway (as it is not safe to drink).

Blue Dragons

Blue dragons have single, large horns protruding from their heads and large, frilled ears. Their tails are thick and bumpy and their wings are more pronounced than most other species. They smell like ozone or sand. They are more mocking and manipulative than outwardly cruel, and murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way. Tactically obsessed, possessing the ability to fly for days on end, an adventerure or group of adventerurs who find themselves facing a blue dragon, will likely be agrivated to the extreme if they are good enough to survive it long enough. Shooting lightning bolts at a great distance and keeping an obnoxious distance away at all times, if one manages to actually hit the creature enough, it will simply fly way and plan a atactitions joy of a trap or ambush. A random encounter with a blue dragon is one of incesence and endless seemingly cowerdly tactics, likely of the kind of being more fun to the dragon than outright wrecking the party (it could just fly up, smash down, fling everyone and kill kill kill, but no it has to fly and not take a scratch flying on stamina second only to a unicorn- the only creature that will run longer than one of these beasts can fly).

Green Dragons

Green dragons have a large, waving crest or fin that starts at their nose and runs the length of their body. They also have long, slender, forked tongues and smell like chlorine gas. They are highly adept at scheming. 'Greens' have an unusual taste for treasure. They love 'collecting' individuals. They love to corrupt individuals, powerful adventurers, they take slaves. They scheme. A Green dragon may fly down, wreck half the party and have the other half negotiate the terms of being left unscathed. "Anyone can take by force, but few have the cunning to take by wit" is the fundamental nature of a green dragon.

Though they are nasty, a redeeming quality about them is that they love their loved ones intensely. A male and a female bond strongly, and if the children are ever threatened the female will attack, and the man will gather the eggs or children, daring not return until they Know- not think, but know- that the threat is gone. Back to the unredeemed side, the parents will nurture and train their children to be manipulative, treteruos and get what they want from 'humanoids'.

Red Dragons

Red dragons have two swept-back horns on their heads and smell of smoke and sulfur. The biggest, mightiest, and the most meatheaded of all dragons, these guys are not to be messed with. Being bulky, they prefer to fight on the ground. There will be no dialogue with a red dragon, it will see you, and it will pounce on you. Arrogant, believing it's kind to be the pinnacle of all creation, a fight with a red dragon is a fight to the death. The only currency a red dragon cares about is reputation, and only red dragons count as the other dragons are only diluted forms of red dragon (this is definitely not how it works) and if another one gathers gold or does something epic or glorious, it will make sure that all the other red dragons know of it's feats, and if the other dragons know of it's feats, every single dragon, if the feats surpass their own, will go into an uncontrolled rage, lasting for days and days. All the red monstrosities in the area will go on a destructive rampage doing anything from destroying half a town, a whole town, leaving one or two survivors, and other over the top dark shenanigans to make known the magnificence of [definitely not one of the generic every other one doing exactly the same stuff dragons name] the red. Loosing whatever intelligence they have, they actually in the best state to try to kill, despite being in a blood filled rage. Luckily, they can actually convince themselves quite well that they outdid the other (even if all they did was throw a fit and destroy stuff- not actually gather a hoard of gold) and end up smugly congratulating themselves in a cave or something. Mating works like this. Every hundred years or so there is the window to either lay four or so unfertile or fertile eggs, so whichever red dragon male, even at a younger age, who has the most reputation at the time, will get a surprise visit from a big pretty monstrosity and both will accept automatically and both will gain an increase in reputation. The male will end up leaving, and the female will often have help from another female, often one too old to be fertile and they will raise the younglings for hundreds of years until they are old enough to become rivals, then have leave the nest or get threatened to be eaten.

Territory sizes work like this. Fly up to the highest mountain. Rotate 360 degrees. As far as the dragon can see is considered it's territory. Dragons have telescoping eyes (that are basically armored) and they can zoom in. This is why red dragons like tall mountains even if they are snow-covered and not volcanic. Flying high doesn't count. Feet on the ground. It is uncertain as to how view blocking works but good luck with that.

The ideology of a red dragon is like so. Those who can't protect what they have do not deserve to have it, and those with the power to take, already own (have the rights to) it. Tyrants is a great way to describe them, and they do have slaves, although they are likely to kill trespassers and adventurers. How they obtain the slaves is uncertain.

White Dragons

White dragons are the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have excellent memories. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines beneath their chin, and have a high crest atop a streamlined head and a crisp, vaguely chemical odor. Like most dragon kind that can talk above the typical intelligence level for such a thing, they avoid it like the plague, and after mating, run away from each other before a conversation is possible. (They are immune to cold, so no big deal on all that haste...)

Metallic Dragons[edit]

Brass Dragons

The Dragon bard. Brass dragons have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well. they are often considered having the second less dark steak of the metallics as people will likely get buried in the sand (except their heads) to be forced to talk to the thing (which they aren't necessarily good at). They won't kill the adventures they strongly desire their one thing of thier breed, like the bronze dragons.

Brass dragons do not like to be anywhere near copper dragons or brass dragons. This is because not only do dragons believe that dragons are superior, this mentality pretty much always includes every single dragon in the world being the best simultaneously (at least at what it does) and when forced to talk, copper dragons prank with speech, which often will end up aggravating and/or offending the brass dragon, or the copper dragon getting bored; when two brass dragons talk, they end up affirming that they are the better one at speech, rather than learning that they like speech but despite being a dragon, they too can be bad and annoying at it through the other sheer unending obnoxiousness.

Bronze Dragons

Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the greatest and most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty, with an inflated sense of self, a tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers. The reason that they have repulsion breath, is they often spend time as helpless creatures, and often get attacked, and because they aren't, intentionally at least, the killy kind of justice dispenser, they tend to want to launch the thing away without hurting it. This breath is special, meaning that they can actually use it while polymorphed. It's just that if one is a thief, and a blast of throw against the wall comes out of a little old lady's mouth is hence with forth ushered thereof, it is expected that some serious justice is probably about to be dispensed as freely administered as said thief desired to steal.

The problem with bronze dragons is that they tend, as iron dragons put it, "to be too irresponsible" in the whole justice thing. It is like bad bards who love to talk, a bronze dragon sufferers from dragon nature and knows best and won't listen, often becoming a nuisance, or an unintended villain. They do take killing seriously, but what the difference if they are in a different reality than reality? If it thinks your evil, there is likely no chance of justice or reasoning. It is also no fun if when they get old, they decide that jaywalking is a crime and all crimes are punishable by death.

Copper Dragons

Copper dragons are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks.

There is nothing better, in a dragon's mind, than a dragon at doing certain things, so it is better to avoid another copper like the plague, or end up in an unwinnable prank war for perhaps a thousand, or thousands of years. Brass dragons are no fun either, but are considerably better to talk to than boredom dragons.

Gold Dragons

Gold dragons are the most dedicated to defeating evil. They spend the bulk of their lives in human form, seeking out evil and punishing wrongdoers to the best of its considerable abilities. Its typical mode of operation runs roughly along the lines of a sting operation: the dragon will listen for stories of dangerous or evil creatures or persons, then reveal its true form and mete out punishment. They prefer to turn villains over to law enforcement if available, but will ultimately take whatever actions they deem necessary in order to see justice served. They are best summarized as the paladins of the draconic world.

Silver Dragons

Silver dragons are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. It should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life. In fact, it is said that silvers love humanoids, especially humans, BECAUSE they are so lesser. This, oddly enough, doesn't usually make them any less pleasant to be around, and they typically like humans, for example, because, as p;perhaps as a result of thier puny, futile disposition, and their nature, they typically push the dragon to do things rather contemplate doing the things they intend to do until they run out of years to sit around intending to do them.

Silvers love the diversity of human cooking and culture, and giving one such dragon a watch, for example, is perhaps the greatest gift that a silver dragon can be given, as it symbolizes human ingenuity and how special those tenacious little buggers are. What a silver holds dear and above anything else is the principle that evil creatures have a right to exist as long as they are not doing evil, but only, and only if a creature intends to do evil, must they be stopped. They are a great example for paladins and are not as killy.

Creature Features[edit]

Dragons are magnificent, but it doesn't make them nice. Dragons don't need to sleep like a normal creature, but they are inactive half of the time (they are asleep then. Dragons live every long time, and certain age groups will mark a growth in their development, which is often a whole sizeclass increase.

Diet

Despite whatever dietary types a dragon is considered to eat (ominvore, herbivore, carnivore) this really is just what the creature prefers to eat, and the lifestyle it lives. In reality, there really isn't an and to what the monstrosity can eat, and can never really starve, as it literally can eat anything, and gain substance from it. Rock, desert dew, water. Anything that sizzles in the stomach of a dragon will be utterly destroyed, there are no undigested remains in the pile of a dragon. Though they may not have the most powerful acid, at least in terms of speed of digestion, their digestive systems are basically only second to the torask. Gems, rocks, plants, meet...it all digests, as quickly as a high power acid digestive system would too.

Magic and Physics, Alchemy and Science, and Chemestry and Elementals.

A dragon is nonsense strong for its size. A guarillia, for example is 589 lbs 267kg, and can lift 1800 lbs or 815kgs while a human weightlifter (l lvl classless) can lift only half that. A dragon is just ludicrous, and they get even stronger with each age group (adult vs wyrmling vs great wyrm). According to the cube square law, an increase in size increase the volume and mass increase even more. This is why regular animals and humanoids, and thunder lizards (dinosaurs) can only get so big. For example, if a human doubles it's size and it is 6 foot tall one foot deep and three feet wide and 160 lbs and can lift twice it's body weight at that size 320 lbs at 160lbs, it is now 2 feet deep and 6 feet wide and 12 feet tall at 1990 lbs. Eventually the lift strength equals the size and the creature can't move (that is without magic). A dragon obviously is obserdly more times strong per unit of matter than any other animal, though it is liter per size as an avian creature anyway.

Now one might imagine, what happens if we put a dragon in an anti magic field? Does it loose it's super strength? Can it still digest anything? Can it do fire? No, yes, depends on realm weave settings on how elementals are handled there(wheather they are considered magic or real elements and if that actually maters for damage not just spell usage). A dragon's abilites are not from magic, but science, so have fun in that anti magic feild now. It will fly, it will digest. The reason is that it has a very special organ that makes enzymes. This organ is so important that like and unlike many cold blodeed creatures the blood from an organ goes straight to another one first before the rest of the bloodstream, but instead of the heart blood going to the stomach as in a crocodile, the lung blood goes to this organ. Then everything else. Basically, super enzymes first, then everything else is super charged and can precede as normal. The stomach gets enzyemes, the muscles, everything gets enzymes, stuff digests better, and gets turned into magic energies better, or elemental energies better. Nothing but poop comes out the butt.

Aging
Detailed Recording[1][2][3] Simplified Recording[4]
Stage Category Years Category Years
1 Wyrmling / Hatchling 0‒5 Wyrmling 0‒5
2 Very Young 6‒15 Young 6‒100
3 Young 16‒25
4 Juvenile 26‒50
5 Young Adult 51‒100
6 Adult 101‒200 Adult 101‒800
7 Mature Adult 201‒400
8 Old 401‒600
9 Very Old 601‒800
10 Ancient / Venerable 801‒1,000 Ancient 801+
11 Wyrm 1,001‒1,200
12 Great Wyrm 1,201+

Note that chromatics usually don't live as long as metallics.

History[edit]

In the beginning, there were only six entities populating emptiness. These entities were the creators of worlds, called by the sages of Primal's days. Their names were Earth, Fire, Water, Air, Light, and Darkness. To facilitate their creative work, they gave existence to the beings we call Gods. Then the Gods created a new plan and decided to populate it. While the Gods planned the building and settlement of the world, Io, the Dragon God, saw the still-glowing sphere that had been chosen to house the children of the Gods. He then took it for granted and flew to the plan he had built for himself, letting his peers work alone.

The creation followed, and Io was not rebuked for not being there to help, for the other Gods did not agree with his notion of beauty, preferring him to stay away and not to think. And, of course, they also feared to rebuke him since he was the most powerful God among them. Too much had been created. The world was filled with the waters and its beauty, and it was also placed on the mainland and on it stones of many colors, and the air was made, and under and by the earth was placed the fire, as well as above the air, in the heavens, in the form of a sun.

When the Gods were satisfied in building the house of their most perfect children, they gathered to raise them and returned it. Without listening to what the Gods had to say, and without knowing what had been created, he departed to the material plane and was surprised by the beauty of everything he had seen. The world had been populated with new creations of the Goddess who had discovered life - these were simple but solid and powerful life forms designed to support the more complex creations of the Gods. Great quantities of Primal energy had been fused so that She would create the greatest variety of inanimate things and simple living beings whose energy would sustain any creatures that came to live there.

Io then flew over the world. He flew and observed everything that existed. And then, after carefully observing every aspect of what had been created, he breathed his breath upon the world. Filled with fury, the other Gods thought of starting a war against the Dragon God for trying to destroy everything they had created so far. But then the wisest of the Gods understood what had happened and stopped them. Io was raising his children. His breath served no purpose of destruction and death as the Gods had seen before, but he was instilling life from his own energy. In everything she considered beautiful and imposing, Io breathed life, created from its own essence. The Dragon God might not be powerful enough to create entire worlds, but it was certainly to raise life from nothing, even if it was too complex and powerful.

And then his breath first touched a vein of gold, and his first sons won the heavens, the Golden Dragons. Then the breath of life continued, touching all kinds of metals and precious stones, creating the Metallic Dragons and the Dragons Gem. Then the breath went forth, touching pure manifestations of the primal elements, creating the caste of Elemental Dragons, although this did not occur as He had planned. Finally, Io decided to make use of his breath of life in the more complex basal creations that the Gods had realized, giving consciousness to his children with bodies made of whole places, like forests, volcanoes, deserts, seas, swamps ... God "Dragão usurped practically everything the other Gods had created without his presence and said,

"In my children there is the strength of all that is in this sphere and the power of all that is in me. And unlike how you Gods will do, I will give them eternal life, and the potential to be all As well as the right to create inferior life to serve as servants and believers, as I had done with them, since, unlike you, Gods, I am not afraid of my creations, I know that I am omnipotent and unsurpassable, Sons and daughters may resemble me. "

Draconic Families

Io generated the bodies of his children from the energy of Primas already transformed and improved by the other Gods, in the creation of the material plane. His breath of life has animated all the beautiful and imposing things that have aroused his attention, and they can be grouped into 3 groups: precious metals, precious stones, and landscapes. These are the bases of the three families: the Metallic Dragons, the Dragons Gem and the Chromatic Dragons, respectively.

The lords of the families of the Dragons aroused him: Tiamat, the Lady of the Chromatic; Bahamut, the Lord of Metals and Faluzure, the Lord of the Gems.

Among them, Faluzure was the most impetuous, and for having irritated Io, he had been disgraced. His flesh had rotted in his bones, and his name had been cursed forever, as an example of what would happen to others who disobeyed Io, the Father of the Dragons, and his name was erased from the minds of the younger ones by time.

As for the other lords, if Bahamut was the most thoughtful and wise, Tiamat was the most ruthless and chaotic. Both ruled their children with mastery, for they themselves were the perfect examples of everything they preached: Bahamut was wisdom, and Tiamat the force. Bahamut to calm, Tiamat the impetus. Bahamut was honor, and Tiamat pride.

Although each family was composed of different races, its members saw similarities among each other, since all metallic were weighted, adaptable and willing to change; The gems were beautiful, mysterious and instigating, and the chromatic ferocious, imposing and terrible. In the beginning, several races were part of each family, but over the years and the advent of the Council of Wyrms, only the five most powerful races remained as representatives, accounting for all the others of their entourage.

Society[edit]

Dragons tend to be solitary creatures, staying in their lairs and guarding their hordes. All dragons are feared by humans and generally cast out. However chromatic dragons and metallic dragons detest each other fiercely and fight whenever they meet.

Dragon Names[edit]

Male: Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag

Female: Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros

Dragon Racial Traits[edit]

Large, winged, reptilian creatures with a lust for treasure.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Dragons reach adulthood around 100 and it is said that they can live up to 2,000 years.
Alignment. Metallic dragons tend to be good and chromatic dragons tend to be evil.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Dragon. Your creature type is considered dragon.
Lair. Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.
Eye for Money. Whenever you make a Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient in the Investigation skill and if you already proficient in the Investigation skill, your proficiency bonus is doubled for to the check.
Dragon Type. You may choose a dragon type. Your choice grants you resistance to the damage type associated with your Dragon Type and determines the damage type of your Dragon Breath and Breath Attack.
Shapechange. As an action, you can assume the form of any humanoid of Medium size or smaller. While in this form, you retain your proficiencies, have none of the abilities of your dragon class, and you gain no abilities of the assumed form. This effect lasts until you either reuse the trait as an action to revert to your dragon form, drop to 0 hit points, or the effect is dispelled via antimagic zone, dispel magic, etc. Upon dropping to 0 hit points in your humanoid form you revert to your dragon form and fall unconscious and begin making death saving throws as normal.
Wings. Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Breath Attack. You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.

After you use your breath attack, you can't use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common, Draconic, and one extra language of your choice.

Dragon Type
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 4″ +3d8 680 lb. × (2d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Optional Rule: Dragon Class[edit]

A player who creates a pc using the dragon race may choose to take levels in the dragon class, this is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.

Creating a dragon[edit]

When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?

Quick Build

You can make a dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution then Dexterity then Charisma. Second, you do not choose a background.

Class Features

As a Dragon you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • no starting equipment, you start with gold
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Dragon

Level Proficiency
Bonus
Features Breath Damage Bite Damage Claw Damage
1st +2 Scales, Multiattack 1d8 1d4
2nd +2 Dragon's Breath 1d10 1d8 1d4
3rd +2 Draconic Expertise, Lethal Strikes 2d10 1d10 1d4
4th +2 Ability Score Improvement 2d10 1d10 1d4
5th +3 Flight, Multiattack (2) 3d10 1d10 1d6
6th +3 Ability Score Improvement, Infused Strikes 3d10 1d10 1d6
7th +3 Frightful Presence 3d10 1d10 1d6
8th +3 Ability Score Improvement 3d10 1d10 1d6
9th +4 Enhanced Breath 4d10 1d10 1d6
10th +4 Draconic Vigor 4d10 1d10 1d6
11th +4 Large Size 5d10 2d6 1d8
12th +4 Ability Score Improvement 5d10 2d6 1d8
13th +5 Tail Sweep 6d10 2d6 1d8
14th +5 Ability Score Improvement 6d10 2d6 1d8
15th +5 Enhanced Senses 6d10 2d6 1d8
16th +5 Ability Score Improvement 6d10 2d6 1d8
17th +6 Multiattack (3) 7d10 2d8 1d10
18th +6 Comprehend Languages 7d10 2d8 1d10
19th +6 Ability Score Improvement 7d10 2d8 1d10
20th +6 Enhanced Breath 8d10 2d8 1d10

Scales[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Multiattack[edit]

Beginning at 1st level, whenever you take the Attack action on your turn, you may make a bite attack and a claw attack. You are proficient with these natural weapons. Your claws deal 1d4 + your Strength modifier slashing damage and your bite deals 1d8 + your Strength modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.

The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.

Dragon Breath[edit]

At 2nd level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Dragon Type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.

Dragon's Expertise[edit]

Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, Persuasion, or Stealth skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill.

Lethal Strikes[edit]

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Flight[edit]

At 5th level, from repeated practice, your have honed the power of your draconic ancestry and practiced extensively in order to fly. You gain a flying speed equal to your walking speed.

Infused Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Frightful Presence[edit]

Starting at 7th level, you can destabilize enemies with your mere presence. Whenever a enemy creature starts their turn within 30 feet of you, they must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw. On a failure, they are frightened of you until the start their next turn. If they succeed, they are immune to your Frightful Presence for 24 hours.

Enhanced Breath[edit]

Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance to the damage type dealt and immunity to the damage type dealt becomes resistance.

Draconic Vigor[edit]

Starting at 10th level, the raw power of dragon's run's through your veins, allowing you to outlast all but the most stalwart of foes in battle. Whenever you kill a creature or get a critical hit, you gain temporary hit points equal to your dragon level + your Constitution modifier for 1 minute.

Large Size[edit]

Starting at 11th level, your size becomes Large and your height doubles and your weight gets multiplied by 8. You can carry, push, drag, or lift double the amount of a Medium sized creature, and gain the additional other benefits:

  • Your base walking speed increases by 10 feet.
  • Your flying speed is now equal to your proficiency bonus multiplied by 10 and your reach for your bite and claw attacks increases by 5 feet.

Tail Sweep[edit]

Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature prone, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a Strength or Dexterity saving throw(their choice), with a DC equal to 8 + your proficiency bonus + your Strength modifier. A creature falls prone on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your Strength modifier. You regain all uses of this feature when you finish a short or long rest.

Enhanced Senses[edit]

Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Also, as an action, you can focus your sight to perceive the hidden truths of the world. For 1 minute you have truesight within a 30 foot radius. Once you use this feature, you can not use it again until you finish a short or long rest.

Comprehend Languages[edit]

Starting at 18th level, you can now understand the literal meaning of any spoken language you hear. You also understand any written language that you see, but you must touch the surface of the words as you read them. It takes around 1 minute to read a text page. Any symbol not part of a language cannot be read in this way.

Enhanced Breath[edit]

Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the dragon class, you must meet these prerequisites: Strength 13, Constitution 13, and be a dragon.

Proficiency. When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.


References
  1. MM3e-p68
  2. DN3e-p10-15
  3. MM2e-p64
  4. MM5e-p86



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