Homebrew Trapped Dragon Species Details

This race is not designed for the average game! It was originally built for an evil campaign designed to have extremely powerful characters not suited for average gameplay. Players should clear this race for use with their Dungeon Masters if they intend to use it, and Dungeon Masters should feel free to change the race to suit their needs as well as their players' needs.

While the average dragon has two main forms - one it's massive, powerful dragon body, the other its preferred humanoid appearance - there is, on occasion, the rare dragon that is caught unaware and magically wounded so severely that it is trapped in its humanoid form. The physical wound will heal slowly over time, leaving a magical scar, but unless a cure is found for the particular effect that traps the dragon, regaining the true draconic form and the ability to freely swap between the two in the intended way is nigh impossible. However, that doesn't mean that all abilities that the dragon once possessed are lost until the true form is regained; indeed, access to the dragon's claws, breath weapon, and wings - among other things - can all be regained over time. Even magical abilities can be regained, or in some cases perhaps even gifted where no magical ability previously existed. 

These dragons are likely to hold a grudge against the being who trapped them, no matter their color, and if they are chromatic or otherwise evilly inclined, they may even seek revenge. However, the trapped dragon must remain patient, because in most cases the only being who can cure them of their affliction is the person who inflicted it. This sometimes leads the trapped dragon - especially if that dragon is metallic or lawfully inclined - to find and protect the person who harmed them until they are freed from their trapped state. On extremely rare occasions, this leads to a partnership between the trapped dragon and the person who caused the wound - whether it's as lasting though distant allies, a strong friendship, or something else. This can make for incredibly powerful and daunting pairs with more strength than most adventuring parties could only dream of having. Additionally, if the being who trapped the dragon is mortal, their descendants can heal and therefore free the dragon. If the one who caused the magical affliction did manage to free the dragon from its trapped state in their lifetime, however, their descendants can expect to either be safe from being attacked by the dragon (should it be chromatic or similarly inclined) or to even be protected if the dragon knows of their existence (should it be metallic or similarly inclined).

The humanoid forms which trapped dragons take are fairly diverse, though more often they prefer to imitate a human, elven, or half-elven appearance. There is usually one form an individual dragon prefers over all others, and it is this form which the trapped dragon takes. There is little difference between the original appearance and how the dragon looks once trapped, but the differences that do exist make it clear to those who know of this rare side effect of magical trauma that what they are looking at is a trapped dragon. Scales of the same color as the dragon in question now decorate the face, neck, and sometimes the arms of the trapped form. Occasionally, small horns sprout from the head of the humanoid appearance. The faintly glowing scar from the spell that trapped the dragon remains on the skin, unfading, for the rest of the dragon's life, even stretching and warping onto the dragon's body once it is released and loses its magical glow.

Trapped dragons can be freed from the magic that binds them through various means. No one spell is the cause of the trapped state, and the method of freeing the dragon in question depends on the cause of the binding and on who the dragon was trapped by. Though the physical wound may heal over time, the effect will not fade. The exact method by which any particular dragon can be healed and freed is up to the sort of world they inhabit and the exact method by which they were trapped, as well as other possible factors such as their mental state and the amount of time they have been trapped.

Trapped Dragon Traits

Besides the normal abilities and statistics when it comes to race, there are a few things of note about trapped dragons. Over time, rather than a traditional gathering of experience and knowledge leading to greater abilities based on race, a trapped dragon regains and relearns its draconic abilities. All abilities listed here are based on Adult dragon stats and will need to be adjusted for Ancient, Young, or Wyrmling trapped dragons.

Ability Score Increase

Either your Strength or Dexterity score increases by 2, your Constitution score increases by 1, your Intelligence score increases by 1, and your Charisma score increases by 1.

Age

Trapped dragons live just as long as they would if not trapped, age showing very slowly if it shows at all.

Alignment

Trapped dragons usually retain the alignment they had before becoming trapped, but the traumatic experience of becoming trapped may push the dragon to change to a different alignment, whether for the better or the worse.

Size

The form of the trapped dragon is generally that of an elf, half-elf, or human with draconic touches such as scales or horns which are often hidden with illusory magic. As such, your height and weight while trapped match that of the race you are trapped in. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Draconic Form

Though you are now trapped in a humanoid form, you still maintain some abilities from your original shape. Eventually, you may even be freed from your trapped state, giving you access to your true form and full abilities. Choose one type of dragon from the Draconic Form table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Form

DRAGON DAMAGE TYPE BREATH WEAPON
Black Acid 5 by 15 ft. line (Dex. save)
Blue Lightning 5 by 15 ft. line (Dex. save)
Brass Fire 5 by 15 ft. line (Dex. save)
Bronze Lightning 5 by 15 ft. line (Dex. save)
Copper Acid 5 by 15 ft. line (Dex. save)
Gold Fire 10 ft. cone (Dex. save)
Green Poison 10 ft. cone (Con. save)
Red Fire 10 ft. cone (Dex. save)
Silver Cold 10 ft. cone (Con. save)
White Cold 10 ft. cone (Con. save)

Claws

At 1st level, you can recall the way your claws were formed on your draconic body and cause them to materialize from your fingers. As an action, you can make an unarmed attack with your claws, doing 1d6 slashing damage in addition to damage equal to your Strength modifier. You are proficient with this attack.

Breath Weapon

Once you reach 5th level, you can use your action to exhale destructive energy. Your draconic form 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 form. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Unfortunately, unlike Dragonborn, you do not have protection against wounding yourself from using your breath weapon. Any time you use your breath weapon, take 1d4 damage of the type determined by your draconic form, halved by your resistance to that damage type. This damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Dragon Wings

At 10th level, whether your freedom from your trapped state is gained or not, you can use an action to recall the way your wings were formed on your draconic body and cause them to materialize from your back.

Your wings remain for 10 minutes or until you end your transformation as a bonus action. While your wings are on your back, you gain a flying speed of 50 feet.

Once you use this trait, you can’t use it again until you finish a long rest.

Draconic Transformation

At 15th level, whether you are freed from your trapped state or not, you are able to use an action to recall how your draconic body felt as a whole and temporarily push past the magic trapping you to return to that draconic body.

The transformation lasts either for three rounds, after which you return to your humanoid shape, or until you end the transformation with a bonus action. While you are transformed, you regain all the stats and abilities of the type of dragon you transform into, including Legendary Actions. When your transformation ends, you gain a level of exhaustion.

Once you use this trait, you can’t use it again until you finish a long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic form.

Darkvision

Besides the scales or horns that remain on the now humanoid dragon, the only other feature that remains permanently are the trapped dragon’s eyes, which retain their original color and 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.

Spellcasting

If no spellcasting ability previously existed, the magical scar of the trapped dragon’s wound will provide it. Some spells are the same across each dragon, but others are unique to their color. All cantrips and first-level spells granted by this ability can be cast once per short rest, while the remainder of the spells can be cast once per long rest. For these spells, your Intelligence modifier will be used to cast, even if your class uses a different modifier.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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