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Introduction
D
ragons are winged reptiles of ancient lineage 4. Describe Your Dragon
and fearsome power. They are known and
feared for their predatory cunning and greed, Once you know the basic game aspects of your dragon
with the oldest dragons accounted as some of character, it's time to flesh them out as a dragon. Your
the most powerful creatures in the world. character needs a name. Spend a few minutes thinking about
Dragons are also magical creatures whose what your character looks like and how they behave in
innate power fuels their dreaded breath general terms.
weapons and other preternatural abilities. Using the information in Chapter 3, you can flesh out your
This supplement provides players the option to play such dragon's physical appearance and personality traits. Choose
formidable monsters. Since dragon PCs are considerably your dragon's gender, alignment, and personal character-
stronger than nondragons of the same level, DMs are istics, including two traits, an ideal, a bond, and a flaw.
encouraged to use the options presented herein for an all- Dragons have no backgrounds, though you are encouraged
dragon party. If there are nondragon player characters in your to think of who your parents were, what happened to them,
adventuring group, make sure beforehand that everyone and how you came to be in the starting area of the adventure.
agrees to having dragon PCs among them.
5. Come Together
Character Creation Though dragons usually operate alone, your dragon is most
probably part of an adventuring group, working together for a
The following steps guide you in creating a dragon character. common purpose. Talk to your fellow players and your DM to
decide whether your characters know one another, how they
1. Choose a Subrace met, and what sorts of quests the group might undertake.
Your race is dragon. Note your racial traits on your character Chapter 6 gives advice on how to run adventures for
sheet, which are detailed in Chapter 1. Choose one of ten dragon PCs.
dragon subraces and note its traits as well.
2. Apply Class Features
Dragons have their own class, described in Chapter 2. They
typically start at 1st level as newly-hatched wyrmlings with an
age of 0. Note the class proficiencies and 1st-level features on
your character sheet.
Starting at 3rd level, your dragon character will be able to
choose from one of five archetypes to help diversify itself and
adopt a specialized approach to adventuring.
3. Determine Ability Scores
Dragons tend to have high ability scores, which you generate
randomly. Roll four 6-sided dice, rerolling any 1s (multiple
times if needed). Record the total of the highest three dice on
a piece of scratch paper. Do this five more times, so that you
have a row of six numbers. Roll one more row of six numbers
each and select one of these rows for your ability scores.
If you want to save time or don't like the idea of randomly
determining ability scores, you can use the following scores
instead: 16, 15, 14, 13, 10, 10.
Now take your six numbers and write each number beside
one of your character's six abilities to assign scores to
Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma. Afterward, make any changes to your ability scores
as a result of your dragon racial traits, as described in
Chapter 1.
Variant: Customizing Ability Scores
You can use this variant for determining your ability scores,
as described in chapter 1 of the Player's Handbook. When
doing so, spend the usual 27 points on your ability scores.
Once the scores are determined, you gain a +1 bonus to each
ability score, before applying the ability score modifiers of
your dragon subrace.
INTRODUCTION 2
Chapter 1: Dragon Race
True dragons pass through four distinct stages of life, from Alignment. Most wyrmlings are born with the alignment
lowly wyrmlings to ancient dragons, which can live for over a common to their subrace, as shown on the Wyrmling Type
thousand years. In that time, their might can become table. In rare cases a dragon may adopt a different alignment
unrivaled and their hoards can grow beyond price. through sheer force of will, though they will constantly be
A dragon's life stage is determined by their age and tempted by the tendencies of their subrace's alignment.
character level, as shown on the Dragon Age Categories table. Size. As a wyrmling, your size is Medium.
At 1st level, your dragon character is a wyrmling. As you Speed. Your base walking speed is 30 feet. All dragons
increase in level, you must accumulate treasure and enter a have additional movement modes, as shown on the Wyrmling
special rest period known as brumation until you are old Type table. Dragons with an innate swimming speed are
enough to advance to the next age category. Chapter 2 gives amphibious—they can breathe both air and water.
more information on advancing to a young dragon, adult Darkvision. You can see in dim light within 60 feet of you
dragon, and finally ancient dragon at the appropriate levels. 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 Age Categories Blindsight. You can perceive your surroundings within 10
Category Size Age Range Level Range feet of you without relying on sight.
Breath Weapon. You can use your action to exhale
Wyrmling Medium 0-4 years 1-4 (tier 1) destructive energy. Your subrace determines the size, shape,
Young Large 5-99 years 5-10 (tier 2) and damage type of the exhalation, as shown on the
Adult Huge 100-799 years 11-16 (tier 3) Wyrmling Type table. When you use your breath weapon,
each creature in the area of the exhalation must make a
Ancient Gargantuan 800+ years 17-20 (tier 4) saving throw, the type of which is determined by your
subrace. The DC for this saving throw equals 8 + your
Dragonkind Constitution modifier + your proficiency bonus. A creature
Many creatures, including wyverns and dragon turtles, have takes 22 (5d8) damage on a failed save, or half as much
draconic blood. However, true dragons fall into the two broad damage on a successful one. You can use your breath weapon
categories of chromatic and metallic dragons. The black, once. After you use your breath weapon, you can roll a d6 at
blue, green, red, and white dragons are generally selfish, evil, the end of each of your turns. On a roll of 5 or 6, you regain
and feared by all. The brass, bronze, copper, gold, and silver the use of your breath weapon.
dragons are usually noble, good, and highly respected by
Damage Immunity. You have immunity to the damage type
the wise. Though their goals and ideals vary tremendously, all associated with your dragon type, as shown on the Wyrmling
true dragons covet wealth—hoarding mounds of coins and Type table.
gathering gems, jewels, and magic items. Dragons with large Bite. Your fanged maw is a natural weapon, which you can
hoards are loath to leave them for long, venturing out of their use to make melee weapon attacks. It has a reach of 5 feet.
lairs only to patrol or feed. On a hit, you deal piercing damage equal to 1d10 + your
Strength modifier.
Natural Armor. You have a hide of tough scales. When you
Dragon Traits aren't wearing armor, your AC is 13 + your Constitution
You have a variety of traits in common with other wyrmlings, modifier.
both chromatic and metallic. Limited Object Interaction. Though your draconic claws
Ability Score Increase. Your Strength score
are capable of holding and carrying creatures and objects,
increases by 2. you have disadvantage on attack rolls with weapons, and you
Type. Your type is dragon, instead of humanoid. This may don't gain a bonus to AC for wielding a shield.
affect certain spells, features, and other abilities. Languages. You can speak Draconic. The language sounds
Age. Wyrmlings walk hours after hatching and can grow harsh and includes numerous hard consonants and sibilants.
into young dragons at 5 years old. Subrace. Ten dragon subraces exist—five chromatic and
five metallic. Choose one of these types.
Wyrmling Type
Dragon Damage Type Breath Weapon Suggested Alignment Movement
Black Acid 5 by 30 ft. line (Dex. save) Chaotic evil Swim 30 ft.
Blue Lightning 5 by 30 ft. line (Dex. save) Lawful evil Burrow 15 ft.
Brass Fire 5 by 30 ft. line (Dex. save) Chaotic good Burrow 15 ft.
Bronze Lightning 5 by 30 ft. line (Dex. save) Lawful good Swim 30 ft.
Copper Acid 5 by 30 ft. line (Dex. save) Chaotic good Climb 30 ft.
Gold Fire 15 ft. cone (Dex. save) Lawful good Swim 30 ft.
Green Poison 15 ft. cone (Con. save) Lawful evil Swim 30 ft.
Red Fire 15 ft. cone (Dex. save) Chaotic evil Climb 30 ft.
Silver Cold 15 ft. cone (Con. save) Lawful good Climb 30 ft.
3 White Cold 15 ft. cone (Con. save) Chaotic evil Burrow 15 ft., Swim 30 ft.
Chromatic Dragons
The black, blue, green, red, and white dragons represent the Chromatic or Metallic?
evil side of dragonkind. Aggressive, gluttonous, and vain, When coming together to form an adventuring
chromatic dragons are dark sages and powerful tyrants party, an important decision is whether to play a
feared by all creatures—including each other. chromatic or metallic dragon. Since these two
Driven by Greed. Chromatic dragons lust after treasure, dragon families are natural enemies of each other,
and this greed colors their every scheme and plot. They it works best if the entire party is either chromatic
believe that the world's wealth belongs to them by right, and a or metallic. Even then, the egocentrical nature of
chromatic dragon seizes that wealth without regard for the chromatic dragons can quickly cause a rift within
humanoids and other creatures that have "stolen" it. With its any group. Chromatic dragons are simply not
piles of coins, gleaming gems, and magic items, a dragon's known for their cooperation and supportiveness.
hoard is the stuff of legend. However, chromatic dragons have At best, a functioning adventuring party of
dragon player characters would include a maximum
no interest in commerce, amassing wealth for no other of one chromatic dragon with a non-evil alignment.
reason than to have it. Perhaps being raised among metallic dragons has
Creatures of Ego. Chromatic dragons are united by their caused it to deviate from the evil alignment
sense of superiority, believing themselves the most powerful common to other dragons of its subrace.
and worthy of all mortal creatures. When they interact with Discuss these matters with your fellow players
other creatures, it is only to further their own interests. They and DM before fixating on one specific dragon
believe in their innate right to rule, and this belief is the subrace to play.
cornerstone of every chromatic dragon's personality and
worldview. Trying to humble a chromatic dragon is like trying
to convince the wind to stop blowing. To these creatures,
humanoids are animals, fit to serve as prey or beasts of With deep-socketed eyes and broad nasal openings, a black
burden, and wholly unworthy of respect. dragon's face resembles a skull. Its curving, segmented horns
Dangerous Lairs. A chromatic dragon's lair serves as the are bone-colored near the base and darken to dead black at
seat of its power and a vault for its treasure. With its innate the tips. As a black dragon ages, the flesh around its horns
toughness and tolerance for severe environmental effects, a and cheekbones deteriorates as though eaten by acid, leaving
chromatic dragon selects or builds a lair not for shelter but thin layers of hide that enhance its skeletal appearance. A
for defense, favoring multiple entrances and exits, and black dragon's head is marked by spikes and horns. Its
security for its hoard. Most chromatic dragon lairs are hidden tongue is flat with a forked tip, drooling slime whose acidic
in dangerous and remote locations to prevent all but the most scent adds to the dragon's reek of rotting vegetation and foul
audacious mortals from reaching them. A black dragon might water.
lair in the heart of a vast swamp, while a red dragon might When it hatches, a black dragon has glossy black scales. As
claim the caldera of an active volcano. In addition to the it ages, its scales become thicker and duller, helping it blend
natural defenses of their lairs, powerful chromatic dragons in to the marshes and blasted ruins that are its home.
use magical guardians, traps, and subservant creatures to Ability Score Increase. Your Dexterity score
increases by 1.
Poison Bite. When you hit a target with your bite attack,
the attack inflicts an additional 1d4 poison damage. This
damage increases to 2d4 at 5th level, 3d4 at 11th level, and
4d4 at 17th level.
Condition Immunity. You have immunity to the poisoned
condition.
Red Dragon
The most covetous of the true dragons, red dragons tirelessly
Blue Dragon seek to increase their treasure hoards. They are exceptionally
Vain and territorial, blue dragons soar through the skies over vain, even for dragons, and their conceit is reflected in their
deserts, preying on caravans and plundering herds and proud bearing and their disdain for other creatures.
settlements in the verdant lands beyond the desert's reach. The odor of sulfur and pumice surrounds a red dragon,
These dragons can also be found in dry steppes, searing whose swept-back horns and spinal frill define its silhouette.
badlands, and rocky coasts. They guard their territories Its beaked snout vents smoke at all times, and its eyes dance
against all potential competitors, especially brass dragons. with flame when it is angry. Its wings are the longest of any
A blue dragon is recognized by its dramatic frilled ears and chromatic dragon, and have a blue-black tint along the
the massive ridged horn atop its blunted head. Rows of spikes trailing edge that resembles metal burned blue by fire.
extend back from its nostrils to line its brow, and cluster on The scales of a red dragon wyrmling are a bright glossy
its jutting lower jaw. scarlet, turning a dull, deeper red and becoming as thick and
A blue dragon's scales vary in color from an iridescent strong as metal as the dragon ages. Its pupils also fade as it
azure to a deep indigo, polished to a glossy finish by the ages, and the oldest red dragons have eyes that resemble
desert sands. As the dragon ages, its scales become thicker molten lava orbs.
and harder, and its hide hums and crackles with static Ability Score Increase. Your Charisma score
machinations of Tiamat the Dragon Queen and her evil 60 feet at 11th level,
increases by 1.
Weakening Breath. Instead of your normal breath
weapon, you can exhale gas in a 15-foot cone. Each creature
in that area must succeed on a Strength saving throw against
your breath weapon save DC or have disadvantage on
Strength-based attack rolls, Strength checks, and Strength
saving throws for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
The size of this cone increases to 30 feet at 5th level, 60
feet at 11th level, and 90 feet at 17th level.
you can exhale gas in a 15-foot cone. Each creature in that increases by 1.
area must succeed on a Constitution saving throw against Paralyzing Breath. Instead of your normal breath weapon,
your breath weapon save DC. On a failed save, the creature you can exhale paralyzing gas in a 15-foot cone. Each
can't use reactions, its speed is halved, and it can't make more creature in that area must succeed on a Constitution saving
than one attack on its turn. In addition, the creature can use throw against your breath weapon save DC or be paralyzed
either an action or a bonus action on its turn, but not both. for 1 minute. A creature can repeat the saving throw at the
These effects last for 1 minute. The creature can repeat the end of each of its turns, ending the effect on itself on a
saving throw at the end of each of its turns, ending the effect success.
on itself with a successful save. The size of this cone increases to 30 feet at 5th level, 60
The size of this cone increases to 30 feet at 5th level, 60 feet at 11th level, and 90 feet at 17th level.
feet at 11th level, and 90 feet at 17th level.
Gold Dragon
The most majestic of the metalic dragons, gold dragons are
dedicated foes of evil. They are respected by the other
metallic dragons for their knowledge and fairness, but they
are the most aloof and grim of the good-aligned dragons.
They value their privacy to the extent that they rarely
fraternize with other dragons, except their own mates and
offspring.
A gold dragon has a sagacious face anointed with flexible
spines that resemble whiskers. Its horns sweep back from its
nose and brow, echoing twin frills that adorn its long neck. A
gold dragon's sail-like wings start at its shoulders and trace
down to the tip of its tail, letting it fly with a distinctive
rippling motion as if swimming through the air.
6 5 16 11 Weapons: None
Tools: None
7 — 17 12
Saving Throws: Constitution, Charisma
When traveling for an hour or more in your favored terrain, by 4, and your Constitution score increases by 2, each to a
you gain the following benefits: maximum of 24.
Age. Young dragons are a minimum of 5 years old and can
Difficult terrain doesn't slow your movement. grow into adult dragons at the age of 100.
You can't become lost except by magical means. Size. As a young dragon, your size is Large.
Even when you are engaged in another activity while Speed. Your base walking speed is 40 feet and your flying
traveling (such as hunting, navigating, or tracking), you speed is 80 feet. If you have a climbing or swimming speed,
remain alert to danger. its base speed is 40 feet. If you have a burrowing speed, its
If you are traveling alone or with other creatures that have base speed is 20 feet.
the same favored terrain, you can move stealthily at a Darkvision. Your darkvision increases to a radius of
ambushes and quickly escaping danger. You can take two your Intelligence modifier
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your Spell attack modifier = your proficiency bonus +
initiative minus 10. You can't use this feature when you are your Intelligence modifier
surprised.
Sage Spellcasting
Elusive Dragon Cantrips Spells —Spell Slots per Spell Level—
Beginning at 18th level, you are so evasive that attackers Level Known Known 1st 2nd 3rd 4th
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren't incapacitated. 3rd 3 3 2 — — —
4th 3 4 3 — — —
Sage 5th 3 4 3 — — —
The counsel of a sage is sought by dragons and humanoids 6th 3 4 3 — — —
alike, for all seek a clearer understanding of the past, present,
and future. As a sage, you strive to part the veils of space, 7th 3 5 4 2 — —
time, and consciousness so that you can see clearly. You work 8th 3 6 4 2 — —
to master spells of discernment, remote viewing, 9th 3 6 4 2 — —
supernatural knowledge, and foresight.
10th 4 7 4 3 — —
Spellcasting 11th 4 8 4 3 — —
When you reach 3rd level, you gain the ability to cast spells.
You do not require material components for your spells, 12th 4 8 4 3 — —
unless a value in gp is given for its material components. 13th 4 9 4 3 2 —
Cantrips. You learn three cantrips of your choice from the 14th 4 10 4 3 2 —
wizard spell list. You learn another wizard cantrip of your
choice at 10th level. 15th 4 10 4 3 2 —
Spell Slots. The Sage Spellcasting table shows how many 16th 4 11 4 3 3 —
spell slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the 17th 4 11 4 3 3 —
spell's level or higher. You regain all expended spell slots 18th 4 11 4 3 3 —
when you finish a long rest. 19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Each foretelling roll can be used only once. When you or long rest before you can use it again.
finish a long rest, you lose any unused foretelling rolls.
Vanish
Expert Divination Starting at 7th level, you can use your action to
Beginning at 10th level, casting divination spells comes so become invisible until the end of your next turn.
easily to you that it expends only a fraction of your You become visible if you attack or cast a spell.
spellcasting efforts. When you cast a divination spell of 2nd You can use this feature a number of times equal to your
level or higher using a spell slot, you regain one expended Charisma modifier (a minimum of once). You regain all
spell slot. The slot you regain must be of a level lower than expended uses when you finish a long rest.
the spell you cast.
Dabbler of Magic
The Third Eye At 10th level, you learn the mage hand cantrip plus two other
Starting at 15th level, you can use your action to increase cantrips of your choice from the bard spell list. The mage
your powers of perception. When you do so, choose one of hand takes the appearance of a spectral dragon's claw.
the following benefits, which lasts until you are incapacitated In addition, choose three spells from that same list that are
or until you take a short or long rest. You can't use this 3rd level or lower. You learn those spells and can cast each of
feature again until you finish a rest. them once at their lowest level. You regain the use of any
Darkvision. The range of your darkvision increases by
spells you have cast after you have finished a long rest. Your
60 feet. spellcasting ability for these spells is Charisma.
Blindsight. The range of your blindsight increases by
d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 My thirst for treasure cannot be quenched, and I'll do
just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I'd rather kill someone in their sleep then fight fair.
5 It's not stealing if I want it more than someone else.
6 Dragons who can't take care of themselves get what
they deserve.
CHAPTER 3 | APPEARANCE AND
PERSONALITY 16
Chapter 4: Customization Options
The combination of ability scores, subrace, and subclass Prerequisites
defines your dragon character's capabilities in the game, and
the personal details you create set your character apart from The ability score prerequisites for your new class increase to
every other dragon. But this chapter is for players who—with 17, instead of 13, as shown in the Multiclassing Prerequisites
the DM's permission—want to go a step further. table in chapter 6 of the Player's Handbook.
This chapter defines three optional sets of rules for
customizing your dragon character: multiclassing, feats, and Gaining Levels
dragon barding. Your DM decides whether these options are You use the experience point cost from your dragon class to
available in a campaign. determine whenever you gain a level, as shown in the Dragon
Class Features table in chapter 2.
Multiclassing When using milestones for gaining levels, you use the
Dragon Level Advancement Without XP table from chapter 2
Rules on multiclassing are described in chapter 6 of the to determine whenever you gain a level.
Player's Handbook. Dragon characters must follow these
rules when deciding to multiclass. At first level, your class is Hit Points and Hit Die
always dragon. Whenever you gain a level after 1st, you have
the option of gaining a level in one of the classes described in Regardless of the class in which you gain a level, you gain the
the Player's Handbook, instead of gaining a level in the hit points and hit dice of your dragon class whenever you gain
dragon class. a level, as shown in the Class Features section of chapter 2.
Proficiencies
When you gain a level in a class other than your first, you gain
none of that class’s starting proficiencies.
Feats
A dragon feat represents a talent or an area of expertise that
gives a dragon special capabilities. It embodies training,
experience, and abilities beyond what your class provides.
At certain levels, your class gives you the Ability Score
Improvement feature. You can forgo taking that feature to
take a dragon feat of your choice instead. You can take each
feat only once, and you must meet any prerequisite specified
in a feat to take that feat. Alternatively, you can select a feat
from chapter 6 in the Player's Handbook instead of one of the
dragon feats described here.
Change Shape
Prerequisite: Adult Dragon or older
As an action, you magically polymorph into a humanoid or
beast that has a challenge rating no higher than your level, or
back into your true form. You revert to your true form if you
die. Any equipment you are wearing or carrying is absorbed
or borne by the new form (your choice).
In a new form, you retain your alignment, hit points, Hit
Dice, ability to speak, proficiencies, and Intelligence,
Wisdom, and Charisma scores, as well as this feat. Your
statistics and capabilities are otherwise replaced by those of
the new form, except any class features or legendary actions
of that form.
Dragon Barding
You have trained to master the use of dragon barding, as
shown on the following page. You gain the following benefits:
Increase your Strength score by 1, up to your ability score
maximum.
You gain proficiency with dragon barding.
Dragon Barding
Barding Cost Armor Class (AC) Strength Stealth Weight
Wyrmling
Leather 30 gp +1 — — 10 lb.
Chain mail 300 gp +2 Str 15 Disadvantage 55 lb.
Plate 3,000 gp +3 Str 17 Disadvantage 65 lb.
Young Dragon
Leather 60 gp +1 — — 20 lb.
Chain mail 600 gp +2 Str 17 Disadvantage 110 lb.
Plate 6,000 gp +3 Str 19 Disadvantage 130 lb.
Adult Dragon
Leather 150 gp +1 — — 40 lb.
Chain mail 1,500 gp +2 Str 19 Disadvantage 220 lb.
Plate 15,000 gp +3 Str 21 Disadvantage 260 lb.
Ancient Dragon
Leather 300 gp +1 — — 100 lb.
Chain mail 3,000 gp +2 Str 21 Disadvantage 550 lb.
Plate 30,000 gp +3 Str 23 Disadvantage 650 lb.
18
Chapter 5: Draconic Pantheon
The Draconic Pantheon is a group of dragon deities who are Io is paired with Chronepsis, who is seen as a re-enfolding
worshipped by many true dragons and other reptilian species. that balances Io's extension of being into the worlds. As Io
Io is the chief deity of the Draconic pantheon, and its most becomes all things, Chronepsis draws them back into
powerful member. His primary duty is to oversee his himself. They are seen as brothers and represented in a
offspring, and he rarely takes sides in conflicts between complex symbol involving a nine-headed dragon swallowing
dragons. The Draconic pantheon do not have a central plane, its nine tails. Io cares for nothing but his children,
but are scattered across the multiverse, each to their own lair. dragonkind, as a whole. If an individual dragon jeopardizes
They act largely independently from one another. Aasterinian the safety of the draconic races, he will oppose it. He prefers
is the weakest of the pantheon. As a mere demigod, she is to remain aloof from conflicts between dragons, however.
more readily capable of travel to the material plane, and is Io is revered by dragons as the creator of the multiverse
often sent by Io to resolve notable conflicts between dragons. and of their race. He is also worshiped by some half-dragons,
Members of the draconic pantheon are primarily kobolds, lizardfolk, troglodytes, and even some humans. Io
worshipped by true dragons. Unlike the common human has fewer clerics than most draconic deities, though even the
religions, there are few organized religious practices among most devout cleric of other dragon gods (and many of
dragons, and individual practices vary. Worship of the entire Kurtulmak) gives him some homage. Clerics of Io have no
draconic pantheon as a group is rare, and few dragons hierarchy or fixed dogma—each interprets the Ninefold
become clerics of their deity. Not all dragons even worship a Dragon differently, worshiping him in one of his many
deity, although it is common for them to at least hold a level aspects. Red dragons worship him as an evil being, while
of reverence for the draconic gods, even though among the gold dragons revere him as a paragon of good. Those who
humanoid races there are many cults of worship to draconic would become Io's clerics seek to rid themselves of all such
deities. Such worship is most common among reptilian biases, though some never succeed.
species, including half-dragons, lizardfolk, and troglodytes. Dragon gods, in general, have few temples. There are
shrines in Io's honor, usually taking the form of open-air
Io constructions surrounded by pillars and topped with domes.
These shrines are placed in open terrain—the middle of a
Io, the Ninefold Dragon, is the progenitor of the dragon gods. desert, for example, the center of a valley, atop the peak of a
The other members of the dragon pantheon are his offspring, mountain, or on a vast, treeless plain. There is one construct
and all true dragons ultimately trace their lineage to Io. He is known as the Shrine of Io, a massive dragon skeleton, large
the chief deity worshipped by dragons—god of dragonkind, enough for any dragon to walk into. Within the shrine lies the
balance, and peace. He is seen by his people as the creator of sacred hoard, a massive treasure accumulated over time by
all things. He is neutral in alignment, but he also contains offerings made by countless dragons to Io.
within him all other alignments. His symbol is a multi-colored Io's rituals involve the blending of many things in a whole,
metallic disk. reflecting Io's own nature. One common ritual involves
Io is unfathomably large—it is said the largest dragon who drinking wine with a drop of blood from each participant
ever lived is smaller than a single one of his scales, which are dissolved in it. Prayers to Io are deep and resonating, taking
blue, gold, brass, or red, and edged with silver and dark the form of supplication or (for half-dragons) plaintive
purple. He can, and does, appear as any age or breed of questions.
dragon, however.
Dragon Pantheon
Deity Alignment Suggested Domains Symbol
Io, progenitor of the dragon gods N Knowledge, Peace Multi-colored metallic disk
Aasterinian, dragon goddess of invention CN Trickery, Twilight Grinning dragon's head
Astilabor, dragon goddess of wealth N Arcana, Forge Heap of gold coins
Bahamut, dragon god of good LG Life, War Dragon's head in profile
Chronepsis, dragon god of fate N Death, Grave Unblinking draconic eye
Falazure, dragon god of decay NE Death, Trickery Draconic skull
Garyx, dragon god of destruction CE Nature, Tempest Reptilian eye within a red flame
Hlal, dragon goddess of humor CG Knowledge, Light Open book
Lendys, dragon god of justice LN Light, Order Sword balanced on the point of a needle
Tamara, dragon goddess of life NG Life, Light Seven-pointed star on a black field
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Legendary Resistance (5/Day). If Bahamut fails a saving Tail Attack. Bahamut makes a tail attack.
throw, he can choose to succeed instead. Cold Breath (Costs 2 Actions). Bahamut exhales an icy
Limited Magic Immunity. Unless he wishes to be must make a DC 27 Constitution saving throw,
affected, Bahamut is immune to spells of 6th level or taking 67 (15d8) cold damage on a failed save, or
lower. He has advantage on saving throws against all half as much damage on a successful one.
other spells and magical effects. Paralyzing Breath (Costs 2 Actions). Bahamut exhales
Magic Weapons. Bahamut's weapon attacks are magical. paralyzing gas in a 90-foot cone. Each creature in
Regeneration. Bahamut regains 30 hit points at the start saving throw or be paralyzed for 1 minute. A crea-
of his turn. ture can repeat the saving throw at the end of each
Multiattack. Bahamut can use his Frightful Presence. He magical roar. Each creature of Bahamut's choice
then makes three attacks: one with his bite and two within 500 feet of him and able to hear the roar
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., save. If this damage reduces a creature to 0 hit
one target. Hit: 32 (4d10 + 10) piercing damage. points, it is disintegrated. A disintegrated creature
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., and everything it is wearing and carrying, except
one target. Hit: 24 (4d6 + 10) slashing damage. magic items, are reduced to a pile of fine gray dust.
Condition Immunities blinded, charmed, deafened, Tiamat's legendary action options are associated
frightened, poisoned, stunned with her five dragon heads (a bite and a breath weapon
Senses darkvision 240 ft., truesight 120 ft., passive for each). Once Tiamat chooses a legendary action
Perception 36 option for one of her heads, she can't choose another
Languages Common, Draconic, Infernal one associated with that head until the start of her next
Challenge 30 (155,000 XP) turn.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft.,
Discorporation. When Tiamat drops to 0 hit points or one target. Hit: 32 (4d10 + 10) slashing damage
dies, her body is destroyed but her essence travels plus 14 (4d6) acid damage (black dragon head),
back to her domain in the Nine Hells, and she is unable lightning damage (blue dragon head), poison
to take physical form for a time. damage (green dragon head), fire damage (red
Innate Spellcasting (3/Day). Tiamat can innately cast Black Dragon Head: Acid Breath (Costs 2 Actions).
divine word (spell save DC 26). Her spellcasting ability Tiamat breathes acid in a 120-foot line that is 10
Legendary Resistance (5/Day). If Tiamat fails a saving DC 27 Dexterity saving throw, taking 67 (15d8) acid
throw, she can choose to succeed instead. damage on a failed save, or half as much damage on
a successful one.
Limited Magic Immunity. Unless she wishes to be Blue Dragon Head: Lightning Breath (Costs 2 Actions).
affected, Tiamat is immune to spells of 6th level or Tiamat breathes lightning in a 120-foot line that is
lower. She has advantage on saving throws against all 10 feet wide. Each creature in that line must make a
other spells and magical effects. DC 27 Dexterity saving throw, taking 88 (16d10)
Magic Weapons. Tiamat's weapon attacks are magical. lightning damage on a failed save, or half as much
rather than only one per round. She also has advantage
Tiamat breathes poisonous gas in a 90-foot cone.
spent.
a successful one.
Regeneration. Tiamat regains 30 hit points at the start Red Dragon Head: Fire Breath (Costs 2 Actions).
then makes three attacks: two with her claws and one
Tiamat breathes an icy blast in a 90-foot cone. Each
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., Constitution saving throw, taking 72 (16d8) cold
one target. Hit: 24 (4d6 + 10) slashing damage. damage on a failed save, or half as much damage on
a successful one.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one
creature. Hit: 28 (4d8 + 10) piercing damage.
group, make sure beforehand that everyone agrees to Natural Armor. Natural armor is now calculated as 13 + your
having dragon PCs among them."
Constitution modifier, rather than 11 + your Dexterity
Customizing Ability Scores. The Introduction section now modifier (to a maximum of +2) + your Constitution
allows for the 27 point-buy variant for determining ability modifier.
scores. Once the scores are determined, dragon PCs gain Limited Object Interaction. This trait no longer gives dis-
an additional +1 bonus to each ability score.
advantage on Dexterity checks for interacting with objects.
Level Advancement Without XP. Chapter 2 now provides a Ability Score Increase (White Dragon). The +1 bonus to
Dragon Level Advancement Without XP table for groups Wisdom has been removed. (Since the white dragon has
that use milestones for gaining levels. Since dragon PCs the additional Ice Walk trait, it would arguably be the
require a higher XP cost to gain a level, they are designed strongest dragon if it were also to have an ability score
to fall behind at certain milestone levels, as specified in the increase.)
table.
Ability Score Increase (Copper Dragon). The +1 bonus to
Dragon Transformation Ritual. The following words have Dexterity has been replaced by a +1 to Intelligence.
been added to the last sentence: "and can continue to Ability Score Increase (Gold Dragon). The +1 bonus to
earn XP."
Intelligence has been replaced by a +1 to Charisma.
Versatile (6th level). Fast Learner has been renamed Ability Score Increase (Silver Dragon). The +1 bonus to
Versatile.
Wisdom has been replaced by a +1 to Constitution.
Dragon Lord (20th level). The following sentences have Repulsion Breath (Bronze Dragon). The range and
been added: "You may ignore the brumation and treasure repulsion distance has been changed to match the range of
hoard requirements when using the Dragon Transforma- the other metallic dragons' secondary breath weapons.
tion Ritual alternative. You may ignore all requirements Proficiencies. The lack of armor, weapon, and tool proficien-
when using the Level Advancement Without XP variant."
cies has been specified in the Class Features section.
Multiclass. The Experience Points section in chapter 4 has XP Progression. Dragon PCs now require twice the normal
been renamed Gaining Levels. The following sentence has amount of XP to gain a level. Though dragons will, by
been added: "When using milestones for gaining levels, you design, still be stronger than nondragons, an increased XP
use the Dragon Level Advancement Without XP table from requirement will help narrow the gap. The Level
chapter 2 to determine whenever you gain a level." Comparison table shows the XP value when a nondragon
would reach certain levels, compared to the level a dragon
Version 2.3.1 (August 16th, 2021) PC would have with an equal amount of XP.
Multiclass. A Proficiencies section has been added, reading: Class Features (5th Level). The Magic Weapons feat has
"When you gain a level in a class other than your first, you been added.
requires a feat, which is detailed in chapter 4. Class Features (9th Level). The Skilled feat has been
replaced by the Resilient feat.
Version 2.2 (August 15th, 2021) Class Features (11th Level). The Legendary Action feat has
Dragon Transformation Ritual. The image of a young brass been added. A Legendary Action can be used once per turn
dragon in chapter 2 has been replaced by a sidebar, as a bonus action, though a sidebar provides rules for using
providing an alternative (quickened) method for dragon Legendary Actions at the end of another creature's turn.
characters to progress to the Young, Adult, and Ancient Class Features (14th Level). The Ability Score Increase feat
dragon age categories. has been replaced by the Legendary Resistance feat.
Added Changelog. This changelog has been added, Optional Rule (Multiclass). Multiclassing into Phb classes is
in addition to its entry in the index on page 1.
now an option.
Brute. Where the Brute archetype's Improved Critical, Optional Rule (Feat). Chromatic dragons can now also take
Brutal Critical, and Superior Critical used to read the Change Shape feat.
Primeval Awareness can now be used per long rest Appendix (Dragon Cultist). The Dragon Slayer ranger
equals the dragon's proficiency bonus, rather than its archetype has been replaced by the Dragon Cultist fighter
Wisdom modifier. archetype.
CHANGELOG 28