Homebrew Dragon Species Details

dragons are majestic and powerful creatures, iconic to the fantasy genre. These creatures are categorized into various types, each distinguished by their color, alignment, and breath weapon. Dragons are massive, winged reptiles with powerful limbs, sharp claws, and a long, sinuous tail. Their scales are remarkably resilient, often reflecting their specific type and color. The size of a dragon can vary widely, from the smaller wyrmlings to the colossal ancient dragons that can dwarf entire buildings. Dragons are classified into chromatic and metallic categories based on their alignment and behavior. Chromatic dragons are typically evil and include Black, Blue, Green, Red, and White dragons, each associated with a particular element. Metallic dragons, on the other hand, are usually good and include Brass, Bronze, Copper, Gold, and Silver dragons, each linked to a specific metal. The alignment of dragons is a crucial aspect of their nature. Chromatic dragons tend to be evil, seeking power and domination, while metallic dragons are often good, driven by a sense of justice and protection. However, exceptions exist, and individual dragons may deviate from their typical alignment. One of the most distinctive features of dragons is their breath weapon. Each dragon type is associated with a specific elemental breath, such as fire, acid, lightning, poison, or cold. Dragons can unleash these powerful attacks in a cone or line, causing devastating damage to their foes. Dragons are highly intelligent beings, often possessing vast knowledge and cunning. They are also innately magical, able to use spells and manipulate arcane forces. Some dragons, especially the ancient ones, are formidable spellcasters, adding another layer of complexity to their abilities.

Dragon Traits

Atherial, mythical, huge, menacing

Ability score increase

You gain a +2 to strength and a +1 to charisma

Darkivision

you get a 50 foot darkvision in low light enviroment and a 20 foot vision in no light enviroment. you canot discern color only shades of grey

Age

You have outgrown the wyrmling phase,
and are around 6-15 years old. Dragons reach full
adulthood at about age 100, and can live to be
thousands of years old.

Draconic Ancestry and Natural Weapon

 Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. When you make an unarmed strike with your claws, you deal 1d6 slashing damage. You can also make an unarmed strike with a bite, for 1d6 piercing damage, or with your tail, for 1d6 bludgeoning damage. Your claws are not well suited to tool-use or fine manipulation. You have disadvantage on attacks with manufactured weapon, and on ability checks that require fine manual dexterity (such as using thieve’s tools or the Sleight of Hand skill)

Wings

You can’t fly if you are carrying more than 1/3 your carrying capacity (which is 5 times your Strength score).

Dragon Type

Your creature type is “dragon,” which renders you immune to effects that do not affect dragons, such as the charm person and hold person spells

Unarmored defense

When you are not wearing armor, your scaly hide provides you with AC equal to 10 + your Strength modifier + your Dexterity modifier (maximum Dexterity modifier +2)

Brave

You have advantage against being frightened

Languages.

You speak Common and Draconic. Draconic is one of the oldest languages, often used for important magical writings. It contains many hard consonants and sibilants, making it difficult for lesser creatures to master

Wyrmling Background.

Dragons hatch from eggs and begin life as wyrmlings, miniature dragons that are as cute as they are deadly. Many are raised by their dragon parents, but some are fostered by other creatures, and some are simply left to wander and fend for themselves. In your case, you’ve already spent considerable time around humanoids. Maybe you were raised from a hatchling by a humanoid foster family, or maybe your dragon parents had close humanoid allies who you interacted with and learned from. This early exposure left you with an understanding of humanoid ways and a willingness to adventure that most of your dragon kin lack

HIT POINTS

Hit Dice: 1d10 per dragon level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiency Bonuses

On each level you get a +1 bonus to your proficiency up to +10

FRIGHTFUL PRESENCE

All enemy creatures within 30 feet of you that can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Those that fail become frightened of you for up to 1 minute. A frightened creature may repeat the save at the end of each of its turns, with disadvantage if you are within sight of it. A creature that succeeds on its saving throw is immune to your Frightful Presence for 24 hours. After you use your Frightful Presence, you can’t use it again until you take a short or long rest. The range of your Frightful Presence increases to 60 feet at 14th level and 120 feet at 18th level

HUMANOID FORM

You assume the same form each time you use this ability; the form is unique to you. Select a race for this form when you gain this ability (common forms are human, elf, or dragonborn). When you change forms, your equipment does not change, and falls to the ground; clothing or armor you are wearing may become torn, at the DM’s discretion. While in your humanoid form, you lose your Wings, Unarmored Defense and Natural Weapons racial features, and you gain the movement speed, size, and appearance of the humanoid race you selected. You can’t use any dragon class abilities, except for the Extra Attack feature and class abilities that are part of the great serpent archetype. Your hit points and ability scores don’t change. Your armor class will likely change due to the loss of the Unarmored Defense feature.

BREATH IMUNITY

Also starting at 17th level, you are immune to the type of damage dealt by your breath weapon.

ANIMAL FORM

The effect is just like the polymorph spell, except that you retain your mental ability scores while transformed, and the duration is year and a day. Maintaining the effect does not require concentration. After you use this ability, you can’t use it again until you take a long rest

CATACLYSM

This area then becomes a cyclonic zone of elemental destruction for 1 minute. The nature of the zone reflects the damage type of your breath weapon, such as geysers of flame, clouds of toxic gas, pools of bubbling acid, an electrical storm, or a blizzard. The zone is lightly obscured. While you are inside the zone, you can use an action on your turn to bombard it with elemental energy. All creatures within the zone must make a saving throw, including yourself. The ability score and DC of the saving throw are the same as that of your breath weapon. On a failure, a creature takes 4d6 damage of the same type as your breath weapon and is pushed 10 feet in a random direction. If you fail the saving throw, your Damage Immunity does not function against this damage, although your Damage Resistance works as usual.

VAST BREATH

For example, a 15-foot cone becomes a 30-foot cone. A 30-foot line becomes a 60-foot line, but remains 5 feet wide. If you have multiple breath weapons, this change affects all of them.

size

Depending on the size throughout a dragons life he can go from small, all the way up to gargantuan or even colosal
Dragons your age can be up to 25 feet long, with a 30 foot wing span, and weigh 2000-6000 lbs. Your size is Large.

Inate Spellcasting

Each time, you gain a spell slot, and you learn a spell from the Sorcerer spell list with a level no higher than 1/3 your dragon level. You may also replace a spell you previously learned with a new one that you are capable of learning. Your spell slots from this evolution always have a level equal to 1/3 your dragon level, increasing in level as you gain dragon levels. You can only use these spell slots to cast the spells you learned from this evolution. You regain expended spell slots when you finish a long rest. Charisma is your spellcasting ability; your spell attack modifier equals your proficiency bonus + your Charisma modifier, and you spell save DC equals 8 + your proficiency bonus + your Charisma modifier. Your spells don't require material components, except components with a price in gp

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