I'm running a Council of Wyrms-esque campaign and I thought I'd share my character creation stuff, just in case anyone was thinking about doing something similar. Mine's specifically for chromatic dragons, but obviously these rules could be easily tuned to include the metallics. The dragon types are obviously more balanced here than they are in-universe, but it's just assumed in my campaign that those of a weaker dragon color are simply more exceptional. Any suggestions would be greatly appreciated!
Dragon Traits
Your dragon character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1. At 5th, 11th, and 17th level, your Strength increases by an additional 2.
Age. Dragons reach adulthood at age 100 and have been known to live for several millennia.
Alignment. Chromatic dragons are typically evil.
Size. Dragons vary in size as they age. At 1st level, your size is Medium. At 5th level, your size is Large. At 11th level, your size is Huge. At 17th level, your size is Gargantuan.
Speed. Your base walking speed is 30 feet, and you have a flying speed of 60 feet. When you reach 5th level, your base walking speed is 40 feet, and you have a flying speed of 80 feet.
Ability Score Maximum Increase. Your ability score maximum for Strength and Constitution is 30. Your maximum for other ability scores is 24.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike, and an additional 1d6 damage of a type determined by your draconic type. The piercing damage increases to 2d10 when you reach 5th level. The additional damage increases to 2d6 at 11th level and 4d6 at 17th level. The reach of your bite increases to 10 feet at 5th level and 15 feet at 17th level.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic subrace 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 draconic type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage dealt by the breath weapon is 1d6 per character level plus 1d6 per proficiency bonus point on a failed save, and half as much damage on a successful one. You can use this breath weapon once, after which, the ability has a random chance of recharging during each subsequent round of combat. At the start of each of your turns, roll a d6. If the roll is a 5 or 6, the breath weapon is recharged. The breath weapon is assumed to have recharged between encounters. Regardless whether or not the breath weapon is recharged, you may only use the breath weapon a number of times equal to 1 + your Constitution modifier. Thus, you needn’t roll to see if your breath weapon is recharged after you have expended all of its uses. When you finish a long rest, you regain all expended uses.
Claw. Starting at 5th level, your claws become a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike. The reach of your claw increases to 10 feet at 17th level.
Die Hard. Dragons can fight until their last breath. When you drop to 0 hit points, you die.
Draconic. You can’t use weapons or armor.
Dragon Sight. You have darkvision with a range of 60 feet and blindsight with a range of 10 feet. At 5th level, the range of your darkvision increases to 120 feet and the range of your blindsight increases to 30 feet. At 11th level, the range of your blindsight increases to 60 feet.
Frightful Presence. Starting at 11th level, as a bonus action, you can make each creature of a smaller size within 120 feet make a Wisdom saving throw contested by your Charisma (Intimidation) check. On a failure, they become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Keen Senses. You have proficiency in the Perception skill.
Lair Actions and Regional Effects. Starting at 11th level, you gain the Lair Actions of your dragon type while in your lair and the Regional Effects of your dragon type start occurring around your lair. See the Monster Manual for more information.
Multiattack. Starting at 5th level, once per turn, you can replace one of your attacks with three attacks, so long as you make one of the attacks with your bite and two with your claws.
Natural Armor. You have tough, scaly skin. Your AC is 14 + your proficiency bonus or Dexterity modifier.
Tail. Starting at 11th level, your tail becomes a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 2d8 + your Strength modifier, instead of the damage for an unarmed strike. The reach of your tail is 15 feet at 11th level and increases to 20 feet at 17th level.
Wing Attack. Starting at 11th level, you can beat your wings to devastating effect. As an action, creatures of a smaller size within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 + your Strength modifier bludgeoning damage and be knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus.
Languages. You can speak, read, and write Draconic and one extra language of your choice.
White Dragon
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score is reduced by 2.
Cold Immunity. You are immune to cold damage.
Breath Weapon. Your breath weapon is an icy blast of hail that deals cold damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Constitution saving throw.
Burrow. You have a burrow speed of 15 feet. At 5th level, your burrow speed increases to 20 feet. At 11th level, your burrow speed increases to 30 feet. At 17th level, your burrow speed increases to 40 feet.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Ice Walk. Starting at 5th level, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement.
Red Dragon
Ability Score Increase. Your Strength and Charisma scores each increase by 1.
Breath Weapon. Your breath weapon is a puff of fire that deals fire damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Dexterity saving throw.
Fire Immunity. You are immune to fire damage.
Climbing. You have a climbing speed of 30 feet. At 5th level, your climbing speed increases to 40 feet.
Detect Treasure. Starting at 11th level, as a bonus action, you can momentarily sense the number and kind of precious gems within a 100-foot radius. At 17th level, you can sense gold and magic items as well, though cannot ascertain the exact nature of magic items, you can sense their approximate power and component materials. You can use this trait a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Green Dragon
Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1.
Breath Weapon. Your breath weapon is a puff of poisonous gas that deals poison damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Constitution saving throw.
Poison Immunity. You are immune to poison damage.
Amphibious. You can breathe both air and water.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Blue Dragon
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Breath Weapon. Your breath weapon is a bolt of lightning that deals lightning damage in a 30-foot line that is 5 feet wide. The area of effect increases to a 60-foot line that is 5 feet wide 5th level, a 90-foot line that is 5 feet wide at 11th level, and a 120-foot line that is 10 feet wide at 17th level. Targets must succeed on a Dexterity saving throw.
Lightning Immunity. You are immune to lightning damage.
Burrow. You have a burrow speed of 15 feet. At 5th level, your burrow speed increases to 20 feet. At 11th level, your burrow speed increases to 30 feet. At 17th level, your burrow speed increases to 40 feet.
Black Dragon
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Breath Weapon. Your breath weapon is a jet of acid that deals acid damage in a 30-foot line that is 5 feet wide. The area of effect increases to a 60-foot line that is 5 feet wide 5th level, a 90-foot line that is 5 feet wide at 11th level, and a 120-foot line that is 10 feet wide at 17th level. Targets must succeed on a Dexterity saving throw.
Acid Immunity. You are immune to acid damage.
Amphibious. You can breathe both air and water.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Corrupt Water. Starting at 5th level, as an action, you can stagnate 1000 gallons of water, making it foul, stagnate, and unable to support animal life. At 11th level, this becomes 10,000 gallons and at 17th level, it becomes 100,000 gallons. Once you use this trait, you can’t use it again until you finish a long rest.
Dragon Character Creation - Class
Dragon characters can choose to be any class but have various adjustments to their class for being dragons.
Hit Dice. Dragon characters are granted an additional hit die per level. (Thus, a dragon barbarian receives 2d12 hit dice per barbarian level.)
Hit Dice at 1st level. Dragon character’s base hit points at 1st level are doubled, though you only add your Constitution modifier once. (Thus, a dragon barbarian starts with 24 + Constitution modifier hit points.)
Hit Points at Higher Levels. Dragon characters are granted an additional hit die of hit points per level. (Thus, upon leveling up a dragon barbarian would receive 2d12 (or 13) + Constitution modifier.)
Armor Proficiencies. Dragon characters lose all armor proficiencies.
Weapon Proficiencies. Dragon characters lose all weapon proficiencies and gain proficiency in unarmed strikes.
Equipment. Dragon characters start with no equipment or gold from their class, and instead start with a small hoard of 500 gp and 10 gems worth 25 gp each.
My Breath, Death. Dragons of the fighter, barbarian, monk, paladin, ranger, and rogue class can impose disadvantage on all saving throws made against their breath weapon. Once you use this feature, you can’t use it again until you finish a short or long rest.
My Scales, Tenfold Shields. Dragons of the fighter and paladin class receive a +2 to their AC.
Fighting Styles. The fighting styles for a fighter are replaced with the following:
Breath Weapon: Add an additional 1d6 per proficiency bonus point to the damage dealt by your breath weapon.
Defense: You gain a +1 bonus to AC.
Brawling: You gain a +2 bonus to damage rolls with bite attacks and a +1 with other unarmed strikes.
Protection: When a creature you see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Sneak Attack. A dragon rogue’s unarmed strike can deal sneak attack damage.
Draconic Ingenuity. Any toolkit proficiency can be used, by and large, without requiring a toolkit. (Its claws can be used as lock picks if you have the proficiency.) A dragon doesn’t require a focus or material components to cast spells.
Hide in Plain Sight. Starting at 11th level, dragon rogues can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -5 penalty to their Wisdom (Perception) checks until the start of your next turn. If you are in your lair, this penalty increases to -10. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Draconic Wild Shape. When a dragon druid uses wild shape, the CR limit of creatures it can transform into is doubled. Thus, at 2nd level, it can become a CR 1/2 beast, at 4th level it can become a CR 1 beast, and at 8th level it can become a CR 2 beast. This applies to Circle of the Moon dragon druids who, at 2nd level, can transform into a beast with a challenge rating as high as 2, and starting at 6th level, can transform into a beast with a challenge rating as high as your druid level divided by 1.5, rounded down. (Thus, a Circle of the Moon dragon druid can become Tyrannosaurus Rex at 12th level!) Additionally, dragon druids suffer none of the normal limitations regarding flying or swimming speeds.
Innate Spell Lore. Regardless of your class, so long as it has the spellcasting feature, the following spells are added to your class's spell list, according to your subrace. When casting any of the spells granted to your subrace, they require no components, material or otherwise.
White Dragon Magic
Cantrips: frostbite, ray of frost, gust
1st level: ice knife, fog cloud
2nd level: snilloc’s snowball swarm, gust of wind
3rd level: sleet storm
4th level: ice storm
5th level: cone of cold, control winds
6th level: freezing sphere, investiture of ice, wall of ice
Red Dragon Magic
Cantrips: control flame, create bonfire, fire bolt, produce flame
Yeah, I was giving the innate spellcasting to make sure casters could do thematic stuff, (i.e. a black dragon casting an acid spell,) as well as trying to be a callback to spells dragons got from the original Council of Wyrms and wasn't too concerned with balance. I figured because it's only adding options, and ultimately they would be taking that spell over another of similar power, it didn't affect balance too much, but perhaps I should adjust that.
This is awesome, I myself am thinking of doing a chromatic dragon campaign, in which the party's goal is essentially to take over the world but knew one of the greatest challenges was going to be creating a playable race for the players (how to balance the dragons out and what do they get while leveling/and how to handle age). My initial thought was just a progression from young>adult>ancient that is brought on to them by a magic item (so they age faster than other dragons may have, thus continuing the campaign with potentially the same NPC's despite not being dragons themselves, while getting stronger and aging).
If I ever get around to actually writing it up and having completely coherent ideas I'll post them as well.
There are a couple ideas I've flirted with, usually, I just have the in-game time between sessions be a matter of years or even decades as the campaign progresses so that the aging corresponds with the party's level. Looking forward to seeing what you'll write.
I sorta modeled it after the Kobold entry from Volo's, (who get -2 Str, +2 Dex). Personally, I love playing derpy races like that, but yeah, there are endless ways you could go about that.
Yeah there are all sorts of things that need tweaking on fly because they don't match with the campaign. But yeah, that's a very good point. I added a quick fix to that, but its likely some amount of testing is required to get that right.
Yeah there are all sorts of things that need tweaking on fly because they don't match with the campaign. But yeah, that's a very good point. I added a quick fix to that, but its likely some amount of testing is required to get that right.
First, the highest CR beast currently in the system is T. Rex, at CR 8. If you count homebrew, it goes up to CR 13.
Second, metallic dragons get to turn into anything that's not higher CR than them. In Krynn (Dragonlance), chromatic dragons can take human form too.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
What about Metallic Dragons? I know it's called wyrmlings of Tiamat but I'd like to see your Idea for metallic as well, maybe make a thread for the wyrmlings of Bahamut.
I'm running a Council of Wyrms-esque campaign and I thought I'd share my character creation stuff, just in case anyone was thinking about doing something similar. Mine's specifically for chromatic dragons, but obviously these rules could be easily tuned to include the metallics. The dragon types are obviously more balanced here than they are in-universe, but it's just assumed in my campaign that those of a weaker dragon color are simply more exceptional. Any suggestions would be greatly appreciated!
Dragon Traits
Your dragon character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1. At 5th, 11th, and 17th level, your Strength increases by an additional 2.
Age. Dragons reach adulthood at age 100 and have been known to live for several millennia.
Alignment. Chromatic dragons are typically evil.
Size. Dragons vary in size as they age. At 1st level, your size is Medium. At 5th level, your size is Large. At 11th level, your size is Huge. At 17th level, your size is Gargantuan.
Speed. Your base walking speed is 30 feet, and you have a flying speed of 60 feet. When you reach 5th level, your base walking speed is 40 feet, and you have a flying speed of 80 feet.
Ability Score Maximum Increase. Your ability score maximum for Strength and Constitution is 30. Your maximum for other ability scores is 24.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike, and an additional 1d6 damage of a type determined by your draconic type. The piercing damage increases to 2d10 when you reach 5th level. The additional damage increases to 2d6 at 11th level and 4d6 at 17th level. The reach of your bite increases to 10 feet at 5th level and 15 feet at 17th level.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic subrace 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 draconic type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage dealt by the breath weapon is 1d6 per character level plus 1d6 per proficiency bonus point on a failed save, and half as much damage on a successful one. You can use this breath weapon once, after which, the ability has a random chance of recharging during each subsequent round of combat. At the start of each of your turns, roll a d6. If the roll is a 5 or 6, the breath weapon is recharged. The breath weapon is assumed to have recharged between encounters. Regardless whether or not the breath weapon is recharged, you may only use the breath weapon a number of times equal to 1 + your Constitution modifier. Thus, you needn’t roll to see if your breath weapon is recharged after you have expended all of its uses. When you finish a long rest, you regain all expended uses.
Claw. Starting at 5th level, your claws become a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike. The reach of your claw increases to 10 feet at 17th level.
Die Hard. Dragons can fight until their last breath. When you drop to 0 hit points, you die.
Draconic. You can’t use weapons or armor.
Dragon Sight. You have darkvision with a range of 60 feet and blindsight with a range of 10 feet. At 5th level, the range of your darkvision increases to 120 feet and the range of your blindsight increases to 30 feet. At 11th level, the range of your blindsight increases to 60 feet.
Frightful Presence. Starting at 11th level, as a bonus action, you can make each creature of a smaller size within 120 feet make a Wisdom saving throw contested by your Charisma (Intimidation) check. On a failure, they become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Keen Senses. You have proficiency in the Perception skill.
Lair Actions and Regional Effects. Starting at 11th level, you gain the Lair Actions of your dragon type while in your lair and the Regional Effects of your dragon type start occurring around your lair. See the Monster Manual for more information.
Multiattack. Starting at 5th level, once per turn, you can replace one of your attacks with three attacks, so long as you make one of the attacks with your bite and two with your claws.
Natural Armor. You have tough, scaly skin. Your AC is 14 + your proficiency bonus or Dexterity modifier.
Tail. Starting at 11th level, your tail becomes a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 2d8 + your Strength modifier, instead of the damage for an unarmed strike. The reach of your tail is 15 feet at 11th level and increases to 20 feet at 17th level.
Wing Attack. Starting at 11th level, you can beat your wings to devastating effect. As an action, creatures of a smaller size within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 + your Strength modifier bludgeoning damage and be knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus.
Languages. You can speak, read, and write Draconic and one extra language of your choice.
White Dragon
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score is reduced by 2.
Cold Immunity. You are immune to cold damage.
Breath Weapon. Your breath weapon is an icy blast of hail that deals cold damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Constitution saving throw.
Burrow. You have a burrow speed of 15 feet. At 5th level, your burrow speed increases to 20 feet. At 11th level, your burrow speed increases to 30 feet. At 17th level, your burrow speed increases to 40 feet.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Ice Walk. Starting at 5th level, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement.
Red Dragon
Ability Score Increase. Your Strength and Charisma scores each increase by 1.
Breath Weapon. Your breath weapon is a puff of fire that deals fire damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Dexterity saving throw.
Fire Immunity. You are immune to fire damage.
Climbing. You have a climbing speed of 30 feet. At 5th level, your climbing speed increases to 40 feet.
Detect Treasure. Starting at 11th level, as a bonus action, you can momentarily sense the number and kind of precious gems within a 100-foot radius. At 17th level, you can sense gold and magic items as well, though cannot ascertain the exact nature of magic items, you can sense their approximate power and component materials. You can use this trait a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Green Dragon
Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1.
Breath Weapon. Your breath weapon is a puff of poisonous gas that deals poison damage in a 15-foot cone. The area of effect increases to a 30-foot cone at 5th level, a 60-foot cone at 11th level, and a 90-foot cone at 17th level. Targets must succeed on a Constitution saving throw.
Poison Immunity. You are immune to poison damage.
Amphibious. You can breathe both air and water.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Blue Dragon
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Breath Weapon. Your breath weapon is a bolt of lightning that deals lightning damage in a 30-foot line that is 5 feet wide. The area of effect increases to a 60-foot line that is 5 feet wide 5th level, a 90-foot line that is 5 feet wide at 11th level, and a 120-foot line that is 10 feet wide at 17th level. Targets must succeed on a Dexterity saving throw.
Lightning Immunity. You are immune to lightning damage.
Burrow. You have a burrow speed of 15 feet. At 5th level, your burrow speed increases to 20 feet. At 11th level, your burrow speed increases to 30 feet. At 17th level, your burrow speed increases to 40 feet.
Black Dragon
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Breath Weapon. Your breath weapon is a jet of acid that deals acid damage in a 30-foot line that is 5 feet wide. The area of effect increases to a 60-foot line that is 5 feet wide 5th level, a 90-foot line that is 5 feet wide at 11th level, and a 120-foot line that is 10 feet wide at 17th level. Targets must succeed on a Dexterity saving throw.
Acid Immunity. You are immune to acid damage.
Amphibious. You can breathe both air and water.
Swimming. You have a swimming speed of 30 feet. At 5th level, your swimming speed increases to 40 feet.
Corrupt Water. Starting at 5th level, as an action, you can stagnate 1000 gallons of water, making it foul, stagnate, and unable to support animal life. At 11th level, this becomes 10,000 gallons and at 17th level, it becomes 100,000 gallons. Once you use this trait, you can’t use it again until you finish a long rest.
Dragon Character Creation - Class
Dragon characters can choose to be any class but have various adjustments to their class for being dragons.
Hit Dice. Dragon characters are granted an additional hit die per level. (Thus, a dragon barbarian receives 2d12 hit dice per barbarian level.)
Hit Dice at 1st level. Dragon character’s base hit points at 1st level are doubled, though you only add your Constitution modifier once. (Thus, a dragon barbarian starts with 24 + Constitution modifier hit points.)
Hit Points at Higher Levels. Dragon characters are granted an additional hit die of hit points per level. (Thus, upon leveling up a dragon barbarian would receive 2d12 (or 13) + Constitution modifier.)
Armor Proficiencies. Dragon characters lose all armor proficiencies.
Weapon Proficiencies. Dragon characters lose all weapon proficiencies and gain proficiency in unarmed strikes.
Equipment. Dragon characters start with no equipment or gold from their class, and instead start with a small hoard of 500 gp and 10 gems worth 25 gp each.
My Breath, Death. Dragons of the fighter, barbarian, monk, paladin, ranger, and rogue class can impose disadvantage on all saving throws made against their breath weapon. Once you use this feature, you can’t use it again until you finish a short or long rest.
My Scales, Tenfold Shields. Dragons of the fighter and paladin class receive a +2 to their AC.
Fighting Styles. The fighting styles for a fighter are replaced with the following:
Breath Weapon: Add an additional 1d6 per proficiency bonus point to the damage dealt by your breath weapon.
Defense: You gain a +1 bonus to AC.
Brawling: You gain a +2 bonus to damage rolls with bite attacks and a +1 with other unarmed strikes.
Protection: When a creature you see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Sneak Attack. A dragon rogue’s unarmed strike can deal sneak attack damage.
Draconic Ingenuity. Any toolkit proficiency can be used, by and large, without requiring a toolkit. (Its claws can be used as lock picks if you have the proficiency.) A dragon doesn’t require a focus or material components to cast spells.
Hide in Plain Sight. Starting at 11th level, dragon rogues can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -5 penalty to their Wisdom (Perception) checks until the start of your next turn. If you are in your lair, this penalty increases to -10. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Draconic Wild Shape. When a dragon druid uses wild shape, the CR limit of creatures it can transform into is doubled. Thus, at 2nd level, it can become a CR 1/2 beast, at 4th level it can become a CR 1 beast, and at 8th level it can become a CR 2 beast. This applies to Circle of the Moon dragon druids who, at 2nd level, can transform into a beast with a challenge rating as high as 2, and starting at 6th level, can transform into a beast with a challenge rating as high as your druid level divided by 1.5, rounded down. (Thus, a Circle of the Moon dragon druid can become Tyrannosaurus Rex at 12th level!) Additionally, dragon druids suffer none of the normal limitations regarding flying or swimming speeds.
Innate Spell Lore. Regardless of your class, so long as it has the spellcasting feature, the following spells are added to your class's spell list, according to your subrace. When casting any of the spells granted to your subrace, they require no components, material or otherwise.
White Dragon Magic
Cantrips: frostbite, ray of frost, gust
1st level: ice knife, fog cloud
2nd level: snilloc’s snowball swarm, gust of wind
3rd level: sleet storm
4th level: ice storm
5th level: cone of cold, control winds
6th level: freezing sphere, investiture of ice, wall of ice
Red Dragon Magic
Cantrips: control flame, create bonfire, fire bolt, produce flame
1st level: burning hands, hellish rebuke
2nd level: continual flame, aganazzar’s scorcher, flaming sphere, heat metal, scorching ray, suggestion, enthrall, pyrotechnics
3rd level: fireball, flame arrows, melf’s minute meteors
4th level: fire shield, wall of fire
5th level: immolation
6th level: investiture of flame
Green Dragon Magic
Cantrips: poison spray
1st level: entangle
2nd level: suggestion, pass without trace
3rd level: plant growth
5th level: cloudkill
6th level: mass suggestion
Blue Dragon Magic
Cantrips: shocking grasp, minor illusion, gust, thunderclap
1st level: create or destroy water, puppet, thunderwave
2nd level: dust devil, gust of wind
3rd level: call lightning, lightning bolt
4th level: storm sphere, hallucinatory terrain
5th level: control winds
6th level: chain lightning
Black Dragon Magic
Cantrips: acid splash, infestation
1st level: charm person
2nd level: acid arrow, darkness
3rd level: plant growth
4th level: vitriolic sphere, giant insect
5th level: insect plague
6th level: eyebite
Innate Spell Lore seems a bit uneven, but other than that I really like it.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Yeah, I was giving the innate spellcasting to make sure casters could do thematic stuff, (i.e. a black dragon casting an acid spell,) as well as trying to be a callback to spells dragons got from the original Council of Wyrms and wasn't too concerned with balance. I figured because it's only adding options, and ultimately they would be taking that spell over another of similar power, it didn't affect balance too much, but perhaps I should adjust that.
Poor White Dragons with -2 to Int.
Maybe make it -1 Int and give them +1 to something else?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This is awesome, I myself am thinking of doing a chromatic dragon campaign, in which the party's goal is essentially to take over the world but knew one of the greatest challenges was going to be creating a playable race for the players (how to balance the dragons out and what do they get while leveling/and how to handle age). My initial thought was just a progression from young>adult>ancient that is brought on to them by a magic item (so they age faster than other dragons may have, thus continuing the campaign with potentially the same NPC's despite not being dragons themselves, while getting stronger and aging).
If I ever get around to actually writing it up and having completely coherent ideas I'll post them as well.
How do you get a one-armed goblin out of a tree?
Wave!
There are a couple ideas I've flirted with, usually, I just have the in-game time between sessions be a matter of years or even decades as the campaign progresses so that the aging corresponds with the party's level. Looking forward to seeing what you'll write.
I sorta modeled it after the Kobold entry from Volo's, (who get -2 Str, +2 Dex). Personally, I love playing derpy races like that, but yeah, there are endless ways you could go about that.
It just occurred to me that dragon druids should probably get an improvement to Wild Shape.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Yeah there are all sorts of things that need tweaking on fly because they don't match with the campaign. But yeah, that's a very good point. I added a quick fix to that, but its likely some amount of testing is required to get that right.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I am reviving his thread.
How did you get to go over the 18 limits in character creation?
If you’re referring to DnDB there is an override score option for every ability score.
Didn't see that thank you
would this race be considered balanced you think? I know it's up to the DM but I am on the fence whether I should even ask
Cool.. I like this.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
What about Metallic Dragons? I know it's called wyrmlings of Tiamat but I'd like to see your Idea for metallic as well, maybe make a thread for the wyrmlings of Bahamut.
This is really well compiled, but I don't think dragons belong in the 1-20 level scheme 😆
they never did originally they static hit-dice and gained hp per dice as they aged. they aren't supposed to FIT.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
I like it but it is a little OP.
Do you think you could make Metallic Dragons and maybe even Gem Dragons?