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 the

Frightful 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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