Dragon (5e Race)
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- 1 Dragon
- 2 Optional Rule: Dragon Class
- 2.1 Creating a dragon
- 2.2 Class Features
- 2.2.1 Table: The Dragon
- 2.2.2 Scales
- 2.2.3 Multiattack
- 2.2.4 Dragon Breath
- 2.2.5 Dragon's Expertise
- 2.2.6 Lethal Strikes
- 2.2.7 Ability Score Improvement
- 2.2.8 Flight
- 2.2.9 Infused Strikes
- 2.2.10 Frightful Presence
- 2.2.11 Enhanced Breath
- 2.2.12 Draconic Vigor
- 2.2.13 Large Size
- 2.2.14 Tail Sweep
- 2.2.15 Enhanced Senses
- 2.2.16 Comprehend Languages
- 2.2.17 Enhanced Breath
- 2.3 Multiclassing
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.
- 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.
- 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.
- 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 magic.
- Red Dragons
Red dragons have two swept-back horns on their heads and smell of smoke and sulphur.
- 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.
- Brass Dragons
Brass dragons have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well.
- 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.
- 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.
- 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 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.
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.
Male: Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag
Female: Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros
Dragon Racial Traits
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||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
|6′ 4″||+3d8||680 lb.||× (2d10) lb.|
*Height = base height + height modifier
Optional Rule: Dragon Class
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
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.
As a Dragon you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
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.
|Features||Breath Damage||Bite Damage||Claw Damage|
|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|
|8th||+3||Ability Score Improvement||3d10||1d10||1d6|
|12th||+4||Ability Score Improvement||5d10||2d6||1d8|
|14th||+5||Ability Score Improvement||6d10||2d6||1d8|
|16th||+5||Ability Score Improvement||6d10||2d6||1d8|
|19th||+6||Ability Score Improvement||7d10||2d8||1d10|
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.
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.
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.
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Ability Score Improvement
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.
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.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
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.
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.
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.
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.
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.
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.
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.
Proficiency. When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.