Homebrew Blue Dragon Young Adult Species Details
Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.
A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
Blue Dragon Young Adult Traits
--Darkvision
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Size
You are large.
Flying Speed
You have a flying speed of 60ft.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. When you hit with them, the strike deals 2d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. These count as weapons with the Light property.
Natural Armor
You have armor-like scales that harden as you age. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Lightning Immunity
You are immune to lightning.
Speed
Your walking speed is 30 feet.
Burrowing Speed
You have a burrowing speed of 30ft.
Breath Weapon
You can use your Bonus Action to exhale destructive energy. It deals damage in an area according to your fire damage. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). The area can either be a 50-foot line that is 5-foot wide, or a 25-foot cone, your choice when using this trait. A creature takes damage equal to a number of d6s equal to your proficiency bonus + your total character level on a failed save, and half as much damage on a successful one. After using your breath weapon, you cannot use it again until you complete a short or long rest.