Homebrew Dragon Species Details
Dragons are among the most powerful, magical, and frightening creatures in all of fantasy. 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. They can be protagonists, villains, and everything in between. A Dragon can be a huge asset to any adventuring party.
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.
Chromatic, Metallic and Gem
Myriad Dragons inhabit the world, from the lung dragons of the far east to the dragon turtles of the vast oceans. But fourteen species stand out: the so-called “true Dragons.” The benevolent Metallic Dragons, using their might to protect and enlighten lower creatures. Many are curious about humanoids and fond of traveling, and they are more likely to take a direct interest in the magical arts. Despite their kindhearted nature, they are still Dragons. Metallic Dragons can get along well with others and make good player characters. Chromatic Dragons are almost universally evil; their greed and malice outmatched only by the foulest of fiends. These are the fearsome villains that terrorize the countryside, slaying for sport and seizing whatever treasures they find. And yet, there are exceptions; occasionally a Chromatic Dragon may turn towards the path of good. Some may have a bit of metallic blood in their ancestry, others perhaps had a life-altering experience in their youth, or even a religious conversion. These Chromatic Dragons face a constant struggle against both their own dark nature and the rightfully placed prejudice of humanoids everywhere and would be wise to join a band of adventurers. There are also the rarer gem dragons which not much is known about tat this time.
Dragon Culture
Dragons live in small Family Groups known as Flights whilst any Young Dragons are under a century old, and incapable of fending for themselves. These Flights are each part of large Dragon Clans that can carry as many as 40-50 adult members. If a Clan exceeds the 50 adult limit, or forms an alliance with another Clan, then the Clan becomes a Kingdom, in which the dragons expand their territory in order to provide for all of its members. Dragons tend to build massive fortress cities within the terrain they hollow out themselves by burrowing into the earth. Your average Mountain can support a Dragon Flight of at least 2 adults and up to 8 immature dragons under the age of a century, and these individual Flights within the Clans tend to create lairs that are within visual range of each other so that dragons may visit other families and provide reinforcements should a fight between clans or kingdoms break out. Should a Dragon request aid or sanctuary from the members of their own clan or other clans, a service or toll must be paid in proportionate amount to the stay of the dragon and any who travel with them must be paid in exchange for food, lodging, healing ect, ect. Fightst that break out between clans or even between individual dragons tend to leave the immediate area where the battle took place broken and scarred.
Dragon Adventurers
While it is rare for it to happen, sometimes a dragon will be born that is able to fend for itself at a young age (between the ages of 16 years old and 25 Years old). These dragons are known to be able to wander out of their family's lair and pick fights with animals of their size, and sometimes larger. Its these dragons that end up becoming adventurers amongst the mortals, as they seek out to make names for themselves. However, aside from this, their bodies have a tendency to mentally and physicaly mature faster than the rest of their race, without aging faster, due to their experience and how powerful they grow in a relatively short span of time. Some of these Young Dragons end up reaching levels of power rivaling that of fully grown adults by the time they return to their Clans/Kingdoms once they feel their adventuring days are done. These dragons are those that the Dragon Community both admire and fear, for there is no telling how powerful they will become once they become Ancients.
(As a side note to those who choose this Race; By the time your campaign starts, Dragons live 2,000 years, and their lifespans are split into 4 groups: Wyrmling (0-5 Years), Young (6-100), Adult (101-800), and Ancient (800-2,000). As a consequence, your campaign will take the place throughout your Young Stage, starting at 16 years and ending at 100 years if the DM decides to go that long into the campaign. So I deeply apologize that you will not be able to explore the world with the Might and Majesty of an Adult or Ancient Dragon, but you will, as stated in the lore, and if things play out right, gain similar stats to that of similar to that of an Adult Dragon, but nowhere near the full extent. Again I humbly apologize for the inconvenience.)
Draconic Maturation
As a Dragon adventures amongst the mortal races, its body will rapidly mature in response to its growing might, physically maturing the dragon without causing them to age faster. As such, the urges to mate is one of the drawbacks of this power, causing some dragons to find companionship amongst the Mortal Races, sometimes even causing Dragons who have learned spells such as Shape Change or Polymorph to become parents before they were ready. As such, when a dragon matures at this rate, many adventurers who have dragons in their parties have learned to keep a close eye on their partners and prevent them from doing anything stupid.
Dragon Traits
Your draconic heritage manifests in a variety of traits you share with other Dragons.
Natural Armor
You can't wear manufactured armor, but your scales give you an armor class of 12 + your Dexterity modifier. can get custom armor.
Natural Weapons
You have a -5 penalty to attack with manufactured weapons, but your physiology allows you to make the following unarmed strikes. (Dragon Form)
As a Dragon, you're able to wield deadly fangs and claws and a mighty tail that grow harder and stronger as you do.
Your Natural Weapons, your Teeth, Claws, and Tail, deal 1d10, 1d6, and 1d8 respectfully + your Strength Modifier in Piercing, Slashing, and Bludgeoning Damage respectfully and you are considered proficient with these weapons. At 4th Level, your Natural Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 10th Level, the value of your damage die increases by one (2d10, 2d6, and 2d8 respectfully). If you choose a class that has a specialize feature that requires a weapon attack to activate, i.e. Divine Smite from the Paladin Class, you can use these Natural Weapons in those features.
Creature Type
You are a dragon. You decide on your appearance and your Coloration, but you must choose a Primary Color.
Draconic Body
Your form makes most normal gear completely alien to you. You cannot wear normal armor, and instead must purchase or craft it as if it were barding for a mount. Your claws are also not as strong or dexterous as normal humanoid hands, and you must grasp items between your front feet. You may only attune to one item that is held or worn on your hands at a time, and you may only hold one weapon or object at a time. You may not use weapons that have the Heavy property, unless you take Great Weapon Fighting as a Feat or Combat style. You have disadvantage on attacks made with weapons that have the do not have the Light property. If you are holding a weapon with the Light property in your claws, you may take advantage of Two-Weapon Fighting along with your maw, though you may not add your ability modifier to the damage of that weapon.
Size
During this part of their lives, Young Dragons average a height of about 6ft tall at the shoulder, with a body length of 8ft from the tip of the snout to the base of the tail, the tail being about 12ft long and a wingspan of about 30ft wide from tip to tip when fully extended. Your Size is Medium, though, due to your age, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Treasure Horder
Dragons have a natural affinity for gold and treasure. Whenever you make a Wisdom (Perception) or an Intelligence (Investigation) check related to searching for gold or treasure, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also have the flaw "Inherent Greed: whenever you see treasure, you have a compulsion to grab it and claim it"
Feat
You gain one feat of your choice for which you qualify.
Dragon Sight
You have darkvision with a range of 120 feet, and blindsight with a range of 30ft.
Languages
You can speak, read, and write Common, Draconic, and one other language that you and your DM agree is appropriate for your character.
-Elemental Resistance: Choose one Color of Dragon Scale, and the element associated with it. You have resistance to that element.
-Elemental Immunity: When you reach 10th Level, your Elemental Resistance turns into Elemental Immunity.
-Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry 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 ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on successful save, and half as much damage on a failed one. The damage increases to 6d6 at 4th level, 12d6 at 10th level, and 18d6 at 17th level. The Range also increases by 15ft if line or 5ft if cone at each of these corresponding levels. After you use your breath weapon, you can’t use it again until you roll a 6 on a d6.
Speed
Since you are a young dragon, your body is still growing, and you are still growing into your body. As a result, while you might not be clumsy, your short legs reduce your speed to 25'.
Flying Speed
You are born with a set of fledgling wings, which will develop over time. At 1st level, you gain a fly speed equal to your base speed, though only in limited bursts. Once you fly 100', you fall if nothing else is holding you aloft. You recover 50' of flight per long rest. At 3rd level, you instead recover 50' of flight every short rest, and your full 100' of flight every long rest; at 11th level you recover your full 100' every short rest.
Dragon type = Damage Type/Additional Speed/Breath Weapon
Amethyst (gem)
Force, extra fly speed of 20 ft. (extra fast in the sky)
15 ft cone (dex save)
Black (Chromatic)
Acid, Amphibious (equally as fast in water as on land)
5 by 30 ft. line (Dex. Save)
Blue (Chromatic)
Lightning, Burrow (equally as fast under- as above ground)
5 by 30 ft. line (Dex. Save)
Brass (Metallic)
Fire, Burrow (equally as fast under- as above ground)
5 by 30 ft. line (Dex. Save)
Bronze (Metallic)
Lightning, Amphibious (equally as fast in water as on land)
5 by 30 ft. line (Dex. Save)
Copper (Metallic)
Acid, Climb (equally as fast while climbing as walking)
5 by 30 ft. line (Dex. Save)
Crystal (gem)
Radiant, Climb (equally as fast while climbing as walking)
15 ft cone (dex save)
Emerald (gem)
Psychic, Climb (equally as fast while climbing as walking)
15 ft cone (dex save)
Gold (Metallic)
Fire, Amphibious (equally as fast in water as on land)
15 ft. cone (Dex. Save)
Green (Chromatic)
Poison, Amphibious (equally as fast in water as on land)
15 ft. cone (Con. Save)
Platinum (Chromatic)
Thunder and radiant, breath weapon is half and half dmg wise. Choose 1 resistance of the two, extra fly speed of 20 ft. (extra fast in the sky)
15 ft. cone (Dex. Save)
Prismatic
Roll on the table at character creation to choose your resistance. Every time you use your breath weapon roll on the table. Roll a d4 on character creation for the additional movement on a one you get none, a two you get a climb speed equal to walking speed, a three you get a swim speed equal to your walking speed, and a four you get 20 ft additional flying speed.
30 foot line 5 ft wide (dex save or con save depending on dmg type)
table
| d8 Roll | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
Red (Chromatic)
Fire, Climb (equally as fast while climbing as walking)
15 ft. cone (Dex. Save)
Sapphire (gem)
Thunder, Amphibious (equally as fast in water as on land)
15 ft cone (dex save)
Silver (Metallic)
Cold, Climb (equally as fast while climbing as walking)
15 ft. cone (Con. Save)
Topaz (gem)
Necrotic, Climb (equally as fast while climbing as walking)
15 ft cone (dex save)
White (Chromatic)
Cold, Burrow/Swim/Ice walk (equally as fast under- as above ground, equally as fast in water as on land and equally as fast when walking on ice)
15 ft. cone (Con. Save)
Change Shape
At 6th Level, you have begun to unlock the secrets of a dragon's Change Shape ability. This ability would appear normally later in your life, but your growing power has allowed you to unlock it much earlier, though with more limitations than what would be standard for much older dragons. As an Action, you can change your shape in a similar manner to a Shapechange Spell, only your transformation is limited to that of a Humanoid Half-Dragon, whose appearance is dictated by how you wish to be perceived, doesn't require spell slots, spell components, or concentration to maintain, and can last for 8 hours at a time. However, this ability retains all the other limitations and stipulations of the Shapechange Spell.
Ability Score Increase
Your Strength and Charisma scores increase by 2.
Dragon Traits
varies by type
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