Homebrew Dragon Species Details
RAGONS ARE AMONG THE
most powerful, magical, and
frightening creatures in all of
fantasy. They are so
emblematic of the genre that
the creators of the game put
them right in the name! And
modern fiction is full of all sorts of dragons —
dragons as sidekicks and mounts, friendly
dragons as protectors and companions, and the
occasional scheming dragon antihero. So why not
allow dragons as player characters?!
!Game balance. Dragons are powerful, and it
can cause problems in a gaming group if one
member of the group is SO much stronger than
the others that they overshadow the rest of the
players.!
!Fortunately, 5th Edition has made great
strides in making sure that all characters have
clear ways of dealing damage in combat,
withstanding enemy attacks, and interacting with
the world. By spreading out the dragon’s
awesome powers across 20 levels, it should be
possible to create dragon PCs that are “close
enough” to the other PCs to allow for a mixed
group of dragons and non-dragons. Thus,
these rules present dragons as a
combination of a race, a background,
and a class. Someone playing a dragon
PC will select all three of these when
building their dragon character.!
POWERFUL BENEFITS
!Let’s look at some of the more
problematic abilities that these dragons get.!
!Dragon Type. This renders the dragon
immune to such spells and effects as charm person,
hold person, and dominate person. Although these
effects don’t come up especially often in most
campaigns, when they do, the dragon will be
completely immune to them, while the rest of the
party may be languishing with failed saving
throws.!
!Fly Speed. A 60 foot flying speed at 1st level
can really circumvent many low-level dungeon
challenges, such as anything involving pits or
climbing or jumping. It’s also tremendously
useful in battle; the dragon begins the game faster
than a high-level monk.!
!Frightful Presence. This ability may not look
like much, but when used against a large number
of weaker enemies, the ongoing disadvantage and
movement restrictions can quickly turn the tide of
battle.!
!Spell-Like and Physical Attacks. A dragon’s
breath weapon resembles an area-effect spell and
by itself is no better than what low-level spell
casters have available. Likewise, the dragon’s
natural weapons and armor are roughly the
equivalent of a great-weapon fighter. (Even at
higher levels; the dragon’s high maximum
Strength score helps make up for lack of fighting
style, rage, smite, superiority dice, etc.) However,
put the two together, and add Frightful Presence,
and you have a PC who can hold the line like a
fighter and also wipe out crowds of minions like a
spell caster.!
!Center of Attention. There’s just something
awesome about dragons. Even if they were
mathematically underpowered, some players
would still choose to play them, and many
players and NPCs would pay closer attention to
what a dragon does than they would an ordinary
PC.!
INCONVENIENT DRAWBACKS
!Dragons are mighty and
should feel that way in play.
However, they also come with a
number of subtle drawbacks.!
!Size. Dragons are Large size, which
may make it difficult for them to
squeeze into small indoor dungeons,
palaces, or shops. They also weigh a lot and need
to eat a considerable amount. Destruction follows
where-ever a dragon goes simply because they
are big and need to eat so much.!
!No tools. Dragons have trouble using tools
and weapons, which limits their career options
somewhat. It also makes it much more difficult
for them to find magic items that increase their
attack, damage, or AC. (Their class Strength
bonuses and maximum Strength score are meant
to compensate for this, in part. If your campaign
features few or no magic weapons and armor, you
may wish to limit the dragon’s Maximum
Strength to 22, or 24 for those with the Apex
Predator archetype.)
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!Reputation. Although being a fire-breathing
monster has its upside, most ordinary non-dragon
folk are just afraid of you, or at least mistrusting.
The ones that aren’t afraid have an annoying
tendency to try to kill you and take your stuff.!
!!So can you integrate a dragon PC into a
gaming group without stepping on everybody’s
toes? I think so. As long as you keep these
potential issues in mind, and make sure all the
PCs have ample time to shine.!
Dragon Traits
RACE All dragon characters must belong to the dragon race.! DRAGON NAMES Dragons have personal names in the Draconic language, given by their parents at birth or selected by themselves. Dragons don’t put much emphasis on gender, so the same names are used by both male and female dragons. In addition, most dragons adopt an epithet — a grandiose nickname in the Common tongue, which is easier for lesser creatures to understand and remember.! !Draconic Names: Vuthavyth, Valeijgix, Svaergithaustrat, Aussirloex, Haurachmajak, Ixenloreat, Molikethend, Thraethurkear, Ocuirisk, Gixustraterenesj, Dartakepesk, Caexoth.! Common Epithets: Blacksteel, Bloodtalon, Bravewing, Deathfrost, Fatebringer, Flamingdeath, Gemscale, Nightwind, Starseer, Stoneripper, Stormwrath, Swordtooth.! DRAGON TRAITS Dragons differ by species, but all dragon player characters share common traits.! !Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.! !Age. You have outgrown theFrightful Presence
At 11th level, as an action, you roar, glare, or
posture menacingly, striking fear into the hearts
of nearby creatures. 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.
Dragon movement
Prerequisite: Dragon race
Your walking speed increases to 40 feet, and your
flying speed increases to 80 feet. You gain an
additional movement mode according to your
dragon species.
Black, Bronze, Gold, Green. You gain a swim
speed of 40 feet and the Amphibious trait, which
allows you to breathe both air and water.
Blue, Brass. You gain a burrow speed of 40
feet through sand, earth, mud, or ice. You can’t
burrow through solid rock.
Copper, Red, Silver. You gain a climb speed of
40 feet.
White. You gain the Ice Walk trait, which
allows you to move across ice and snow without
it costing extra movement or requiring an ability
check, and grants you an effective climb speed of
40 on icy surfaces an an effective burrow speed of
40 feet through ice or snow. You also gain a swim
speed of 40 feet.
Change Shape
Prerequisite: Dragon race
You can use your action to transform into any
humanoid or animal. The effect is just like the
polymorph spell, except that you may select
humanoid forms in addition to beast forms, you
retain your mental ability scores while
transformed, and the duration is year and a day.
Maintaining the effect does not require
concentration. If you select a playable race as your
humanoid form, use the commoner statistics and
apply the appropriate racial traits.
After you use this ability, you can’t use it
again until you take a long rest.
Dragon Senses
At 9th level, when you take the Search action on
your turn, you gain blindsight within 10 feet until
the end of your turn, allowing you to sense the
location of creatures and objects within that range
without relying on sight.
Breath Weapon
Beginning at 1st level, you can channel your
elemental power as an action to exhale a deadly
barrage of energy. All creatures in the area that
fail on a saving throw take 2d6 damage, and those
that succeed take half damage. The area, the type
of saving throw, and the type of damage all
depend upon your dragon species. The saving
throw DC equals 8 + your proficiency bonus +
your Constitution modifier.
The damage inflicted increases as shown on
the table.
You regain your use of this ability when you
take a short or long rest. Starting at 6th level, you
can use this ability twice between rests, and at
15th level you can use it 3 times between rests.
Maximum strength
Starting at 2nd level, the Strength score you may
attain through Ability Score Improvement is
limited to 22 rather than 20. This limit increases
further at higher levels, as shown on the table.
Large size
At 2nd level, you are grown enough to be treated
as Large for combat purposes.
• You take up a 10 foot by 10 foot space.
• Your weight and carrying capacity both double.
• Your unarmed strikes made with dragon
natural weapons now deal 2d6 damage instead
of 1d6.
• Your Strength score increases by 2, up to the
maximum allowed by your Maximum Strength
class feature.
Dragon Archetypes
All dragons are mighty, destructive, highly
magical creatures, but they vary in how their
power manifests. At 3rd level, choose an
archetype, representing which aspects of dragon-
kind you most embody: the Apex Predator, the
Force of Nature, or the Great Serpent. Your
archetype will give you features at 3rd level and
again at 7th, 10th, 13th, and 17th levels.
Ability Score Improvement
When you reach 4th level, you can increase one
ability score of your choice by 2 or two ability
scores of your choice by 1 each. You can’t increase
an ability above 20 using this feature, except for
Strength, which may exceed 20 but can’t be
increased above the limit imposed by your
Maximum Strength class feature.
You may increase ability scores in this manner
again at 8th, 12th, 16th, and 19th levels.
Extra Attack
Beginning at 5th level, when you take the Attack
action on your turn, you can attack twice instead
of once.
Legendary Resistance
At 20th level, when you fail a saving throw, you
can choose to succeed instead. After you use this
ability, you can’t use it again until you take a long
rest.
Lair
At 20th level, you can establish a lair, an area no
larger than a 250 foot cube, containing no less
than 50,000 gp worth of your treasure. The DM
decides the value of any magic items in your
horde. You must reside in the area for at 30 days
to establish it as your lair.
You can cause regional effects to manifest
around your lair. Your DM has more information
on the regional effects available. If any of these
effects target creatures of a particular alignment,
you decide what alignment each effect targets.
While in your lair, you can take lair actions as
a dragon of your type on initiative count 20. Your
DM has more information on the lair actions
available.
The area ceases to be your lair if you establish
a new one, if the area ever contains less than
50,000 gp worth of treasure, or if it has been a
year and a day since the last time you spent 1 full
day residing in the area. When the area ceases to
be your lair, regional effects you’ve created
around this lair end as though you had died.
Dragon traits
Dragons differ by species, but all dragon player
characters share common traits.
Ability Score Increase. Your Strength score
increases by 2 and your Charisma score increases
by 1.
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.
Alignment. As powerful creatures who are
not afraid to express themselves and impact the
world around them, dragons tend away from
neutrality and towards the extremes the
alignment scale. Although each dragon species
has a typical alignment, dragon player characters
are exceptional members of their species and may
have any alignment.
Size. A dragon of your age is over 20 feet
long, with a 25 foot wing span, and weighs
1000-2000 lbs. Your size is Medium, but just
barely.
When you take your 2nd level in the dragon
class, you become Large size.
Speed. Your base walking speed is 30 feet.
Wings. You can fly at a speed of 60 feet. You
can’t fly if you are carrying more than 1/3 your
carrying capacity (which is 5 times your Strength
score).
Darkvision. As supreme predators and
frequent cave-dwellers, dragons have superior
vision in dark and dim conditions. 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 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).
Due to your body shape and movement
patterns, you can’t effectively wear manufactured
armor are always treated as lacking proficiency
with it.
Natural Weapons. 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).
Brave. You have advantage on saving throws
against being frightened.
Damage Resistance. You have resistance to a
damage type, according to your dragon species.
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. Unlike other
characters, you don’t get to select a background.
Instead, all dragons get the wyrmling
background.
Species. Ten species of true dragon are
presented here. Choose one of these species. Each
defines the damage type of your damage
resistance racial feature, as well as the damage
type, area, and saving throw ability of your
Breath Weapon class feature.
Multiclass Dragons
Ability Score Prerequisites. Strength 17,
Constitution 13, Charisma 13
Proficiencies Gained. Unarmed strike
Power personified
Every culture has its own mythology of dragons
— terrifying serpentine monsters that trigger
some of humankind’s oldest and most primitive
fears. Modern tales of dragons depict no savage
predators, however. Massive, armored, and
ferocious, dragons are also keenly intelligent,
long-lived, and magical. They lead lesser
monsters, breathe elemental destruction upon
those who displease them, and even demand
sacrifices from mere mortals.
These are the traits of power, in all its forms.
Even the dragon’s hoarding of wealth is a
representation of a form of power. From a human
perspective, dragons are the pinnacle of evolution
and the supreme creatures on the material plane.
Dragons agree with this assessment.
Feature: Dragon reputation
Most of the civilized world regards dragons as
dangerous monsters to be feared and avoided, or
killed and sold for parts. In small or remote
towns, you can generally go where you please
and do what you want — as long as you are not
hurting anyone or destroying people’s livelihood,
most common folk will be too afraid to interfere.
Primitive humanoid tribes and lone creatures in
the wilderness, even unintelligent ones, tend to
treat you with much the same respect. In large
towns and cities, you may get the opposite
reaction; the town guard will question you upon
entry, and may send soldiers or militia members
to escort you around, ready to drive you off at the
slightest provocation.
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
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