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I AM DRAGON

Credits                           Table of Contents


Designer: Pankratos
Introduction......................................................................................2
Editor: Pankratos
  Character Creation.......................................................................2
Format: The Homebrewery Chapter 1: Dragon Race............................................................... 3
Game Mechanics: DUNGEONS & DRAGONS 5th edition,   Dragonkind.....................................................................................3
property of Wizards of the Coast   Chromatic Dragons......................................................................4
Cover Illustrator: Todd Lockwood
      Black Dragon.............................................................................4
Interior Illustrations: Property of Wizards of the Coast       Blue Dragon...............................................................................5
      Green Dragon............................................................................5
      Red Dragon................................................................................5
Preface       White Dragon............................................................................ 5
  Metallic Dragons...........................................................................6
This supplement provides new options for players to become       Brass Dragon.............................................................................6
dragon characters—either as companions to a humanoid       Bronze Dragon..........................................................................6
party or as members of an all-dragon adventuring group.       Copper Dragon..........................................................................7
In addition, appendix A presents two new subclass options       Gold Dragon.............................................................................. 7
for nondragon characters: the Dragon Cultist fighter and the       Silver Dragon.............................................................................7
Oath of the Dragon King paladin. Chapter 2: Dragon Class.............................................................. 8
  Class Features...............................................................................8
This is Version 2.3.1   Dragon Archetypes.....................................................................12
The material in this supplement, currently in Version 2.3.1, is       Brute......................................................................................... 12
presented for playtesting and to spark your imagination for
      Explorer....................................................................................12
      Lurker........................................................................................13
creating dragon characters for DUNGEONS & DRAGONS. The
      Sage.......................................................................................... 13
game mechanics are usable in your campaign but may not yet       Trickster....................................................................................14
be refined by final game design and editing. Chapter 3: Appearance and Personality............................... 15
  Character Details....................................................................... 15
Chapter 4: Customization Options......................................... 17
   ON THE COVER   Multiclassing................................................................................17
  Feats..............................................................................................17
  Dragon Barding.......................................................................... 18
Chapter 5: Draconic Pantheon.................................................19
  Io................................................................................................... 19
  Astilabor........................................................................................20
  Bahamut.......................................................................................20
  Chronepsis...................................................................................20
  Falazure........................................................................................20
  Garyx.............................................................................................20
  Hlal.................................................................................................20
  Lendys...........................................................................................20
  Tamara..........................................................................................20
  Tiamat...........................................................................................20
  Bahamut (Avatar) Statistics..................................................... 21
  Tiamat (Avatar) Statistics .........................................................24
Chapter 6: Adventure Ideas.......................................................25
  Council of Wyrms.......................................................................25
  Dragonlance................................................................................ 25
  Tyranny of Dragons....................................................................25
Appendix A: Class Options........................................................26
  Fighter: Dragon Cultist............................................................. 26
  Paladin: Oath of the Dragon King...........................................26
Changelog....................................................................................... 27

      Cover art by Todd Lockwood, depicting the cover of


         Dragonlance's Annotated Chronicles, written by

                   Tracy Hickman and Margaret Weis.

Disclaimer: This supplement is unofficial fan content permitted under the Fan Content Policy and is not approved or endorsed

    by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

protect their treasures. increases by 1.


Queen of Evil Dragons. Tiamat the Dragon Queen is the Acid Bite. When you hit a target with your bite attack, the
chief deity of evil dragonkind. She dwells on Avernus, the first attack inflicts an additional 1d4 acid damage. This damage
layer of the Nine Hells. As a lesser god, Tiamat has the power increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at
to grant spells to her worshipers, though she is loath to share 17th level.
her power. She epitomizes the avarice of evil dragons,
believing that the multiverse and all its treasures will one day
be hers and hers alone.
Tiamat is a gigantic dragon whose five heads reflect the
forms of the chromatic dragons that worship her—black,
blue, green, red, and white. She is a terror on the battlefield,
capable of annihilating whole armies with her five breath
weapons, her formidable spellcasting, and her fearsome
claws. Tiamat's most hated enemy is Bahamut the Platinum
Dragon, with whom she shares control of the faith of
dragonkind. Tiamat, including her avatar's game statistics, is
detailed in Chapter 5.
Black Dragon
The most evil-tempered and vile of the chromatic dragons,
black dragons collect the wreckage and treasures of fallen
peoples. These dragons loathe seeing the weak prosper and
revel in the collapse of humanoid kingdoms. They make their
homes in fetid swamps and crumbling ruins where kingdoms
once stood.

CHAPTER 1 | DRAGON RACE 4


A green dragon's legs are longer in relation to its body than
with any other dragon, enabling it to easily pass over
underbrush and forest debris when it walks. With its equally
long neck, an older green dragon can peer over the tops of
trees without rearing up.
Ability Score Increase. Your Intelligence 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

electricity. These effects intensify when the dragon is angry increases by 1.


or about to attack, giving off an odor of ozone and dusty air. Fire Bite. When you hit a target with your bite attack, the
Ability Score Increase. Your Constitution score
attack inflicts an additional 1d4 fire damage. This damage
increases by 1. increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at
Lightning Bite. When you hit a target with your bite 17th level.
attack, the attack inflicts an additional 1d4 lightning damage.
This damage increases to 2d4 at 5th level, 3d4 at 11th level, White Dragon
and 4d4 at 17th level. The smallest, least intelligent, and most animalistic of the
chromatic dragons, white dragons dwell in frigid climes,
Green Dragon favoring arctic areas or icy mountains. They are vicious, cruel
The most cunning and treacherous of true dragons, green reptiles driven by hunger and greed.
dragons use misdirection and trickery to get the upper hand A white dragon has feral eyes, a sleek profile, and a spined
against their enemies. Nasty tempered and thoroughly evil, crest. The scales of a wyrmling white dragon glisten pure
they take special pleasure in subverting and corrupting the white. As the dragon ages, its sheen disappears and some of
good-hearted. In the ancient forests they roam, green dragons its scales begin to darken, so that by the time it is old, it is
demonstrate an aggression that is often less about territory mottled by patches of pale blue and light gray. This patterning
than it is about gaining power and wealth with as little effort helps the dragon blend into the realms of ice and stone in
as possible. which it hunts, and to fade from view when it soars across a
A green dragon is recognized by its curved jawline and the cloud-filled sky.
crest that begins near its eyes and continues down its spine, Cold Bite. When you hit a target with your bite attack, the
reaching full height just behind the skull. A green dragon has attack inflicts an additional 1d4 cold damage. This damage
no external ears, but bears leathery spiked plates that run increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at
down the sides of its neck. 17th level.
A wyrmling green dragon's thin scales are a shade of green Ice Walk. You can move across and climb icy surfaces
so dark as to appear nearly black. As a green dragon ages, its without needing to make an ability check. Additionally,
scales grow larger and lighter, turning shades of forest, difficult terrain composed of ice or snow doesn't cost you
emerald, and olive green to help it blend in with its wooded extra movement.
surroundings. Its wings have a dappled pattern, darker near
the leading edges and lighter toward the trailing edges.

5 CHAPTER 1 | DRAGON RACE


Metallic Dragons A brass dragon's head is defined by the broad protective
plate that expands from its forehead and the spikes
Metallic dragons seek to preserve and protect, viewing protruding from its chin. A frill runs the length of its neck,
themselves as one powerful race among the many races that and its tapering wings extend down the length of its tail. A
have a place in the world brass dragon wyrmling's scales are a dull, mottled brown. As
Noble Curiosity. Metallic dragons covet treasure as do it ages, the dragon's scales begin to shine, eventually taking
their evil chromatic kin, but they aren't driven as much by on a warm, burnished luster. Its wings and frills are mottled
greed in their pursuit of wealth. Rather, metallic dragons are green toward the edges, darkening with age. As a brass
driven to investigate and collect, taking unclaimed relics and dragon grows older, its pupils fade until its eyes resemble
storing them in their lairs. A metallic dragon's treasure hoard molten metal orbs.
is filled with items that reflect its persona, tell its history, and Ability Score Increase. Your Charisma score

preserve its memories. Metallic dragons also seek to protect increases by 1.


other creatures from dangerous magic. As such, powerful Sleep Breath. Instead of your normal breath weapon, you
magic items and even evil artifacts are sometimes secreted can exhale sleep gas in a 15-foot cone. Each creature in that
away in a metallic dragon's hoard. area must succeed on a Constitution saving throw against
Solitary Shapeshifters. At some point in their long lives, your breath weapon save DC or fall unconscious for 1
metallic dragons can learn the magical ability to assume the minute. The effect ends for a creature if the creature takes
forms of humanoids and beasts. When a dragon learns how damage or someone uses an action to wake it.
to disguise itself, it might immerse itself in other cultures for The size of this cone increases to 30 feet at 5th level, 60
a time. Some metallic dragons are too shy or paranoid to feet at 11th level, and 90 feet at 17th level.
stray far from their lairs and their treasure hoards, but bolder
dragons love to wander city streets in humanoid form, taking Bronze Dragon
in the local culture and cuisine, and amusing themselves by Coastal dwellers that feed primarily on aquatic plants and
observing how the smaller races live. Other dragons prefer to fish, bronze dragons take the forms of friendly animals to
stay as far away from civilization as possible so as to not observe other creatures of interest. They are also fascinated
attract enemies. However, this means that they are often far by warfare and eagerly join armies fighting for a just cause.
out of touch with current events. A ribbed and fluted crest defines the shape of a bronze
The Persistence of Memory. Metallic dragons have long dragon's head. Curving horns extend out from the crest,
memories, and they form opinions of humanoids based on echoed by spines on its lower jaw and chin. To help them
previous contact with related humanoids. Good dragons can swim, bronze dragons have webbed feet and smooth scales. A
recognize humanoid bloodlines by smell, sniffing out each bronze wyrmling's scales are yellow tinged with green; only
person they meet and remembering any relatives they have as the dragon approaches adulthood does its color deepen to
come into contact with over the years. A gold dragon might a darker, rich bronze tone. The pupils of a bronze dragon's
never suspect duplicity from a cunning villain, assuming that eyes fade as the dragon ages, until they resemble glowing
the villain is of the same mind and heart as a good and green orbs.
virtuous grandmother. On the other hand, the dragon might Ability Score Increase. Your Constitution score

resent a noble paladin whose ancestor stole a silver statue increases by 1.


from the dragon's hoard three centuries before. Repulsion Breath. Instead of your normal breath weapon,
King of Good Dragons. The chief deity of the metallic you can exhale repulsion energy in a 15-foot cone. Each
dragons is Bahamut, the Platinum Dragon. He dwells in the creature in that area must succeed on a Strength saving
Seven Heavens of Mount Celestia, but often wanders the throw against your breath weapon save DC. On a failed save,
Material Plane in a magical guise. the creature is pushed 15 feet away from you and falls prone.
Bahamut seldom interferes in the affairs of mortal The size and repulsion distance of this cone increases to
creatures, though he makes exceptions to help thwart the 30 feet at 5th level,

machinations of Tiamat the Dragon Queen and her evil 60 feet at 11th level,

brood. Good-aligned clerics and paladins sometimes worship and 90 feet at

Bahamut for his dedication to justice and protection. As a 17th level.


lesser god, he has the power to grant divine spells. Bahamut,
including his avatar's game statistics, is detailed in Chapter 5.
Brass Dragon
The most gregarious of the true dragons, brass dragons crave
conversation, sunlight, and hot, dry climates. They engage in
conversation with thousands of creatures throughout their
long life, accumulating useful information which they will
gladly share for gifts of treasure. If an intelligent creature
tries to leave a brass dragon's presence without engaging in
conversation, the dragon follows it. If the creature attempts to
escape by magic or force, the dragon might respond with a fit
of pique, using its sleep gas to incapacitate the creature.
When it wakes, the creature finds itself pinned to the ground
by giant claws or buried up to its neck in the sand while the
dragon's thirst for small talk is slaked.
CHAPTER 1 | DRAGON RACE 6
A gold dragon wyrmling has scales of dark yellow with
metallic flecks. Those flecks grow larger as the dragon
matures. As a gold dragon ages, its pupils fade until its eyes
resemble pools of molten gold.
Ability Score Increase. Your Charisma score

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.

Copper Dragon Silver Dragon


Copper dragons are incorrigible pranksters, joke tellers, and The friendliest and most social of all metallic dragons, silver
riddlers that live in hills and rocky uplands. Despite their dragons cheerfully assist good creatures in need. They believe
gregarious and even-tempered natures, they possess a that living a moral life involves doing good deeds and
covetous, miserly streak, and can become dangerous when ensuring that one's actions cause no undeserved harm to
their hoards are threatened. other sentient beings. They don't take it upon themselves to
A copper dragon has brow plates jutting over its eyes, root out evil, as gold and bronze dragons do, but they will
extending back to long horns that grow as a series of gladly oppose creatures that dare to commit evil acts or harm
overlapping segments. Its backswept cheek ridges and jaw the innocent.
frills give it a pensive look. At birth, a copper dragon's scales A silver dragon shimmers as if sculpted from pure metal,
are a ruddy brown with a metallic tint. As the dragon ages, its its face given a noble cast by its high eyes and sweeping
scales become more coppery in color, later taking on a green beard-like chin spikes. A spiny frill rises high over its head,
tint as it ages. A copper dragon's pupils fade with age, and the tracing down its neck to the tip of its tail. A silver wyrmling's
eyes of the oldest copper dragons resemble glowing scales are blue-gray with silver highlights. As the dragon
turquoise orbs. approaches adulthood, its color gradually brightens until its
Ability Score Increase. Your Intelligence score
individual scales are barely visible. As a silver dragon grows
increases by 1. older, its pupils fade until its eyes resemble orbs of mercury.
Slowing Breath. Instead of your normal breath weapon, Ability Score Increase. Your Constitution score

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.

7 CHAPTER 1 | DRAGON RACE


Chapter 2: Dragon Class
An ancient red plunges down the cliffside, shrouded in smoke
and roaring with menace. Her eyes glow hot as coals as she
crashes atop the young silver foolish enough to enter her Dragon Class Features
domain. Tyrants don't share dominion with anyone.
The copper wyrmling cowers in fear as his mother fights Prof.
for their lives. The purple worm had burst through the cave Level Bonus Features XP
wall and wrapped itself around his mother's body, constric- 1st +2 Limited Flight, Favored Terrain 0
ting her. In a moment of courage, the wyrmling leaps out of
hiding to spit a jet of acid at their assailant. 2nd +2 Flight 600
Following the dwarf's movements closely, the ancient gold 3rd +2 Archetype 1,800
feigns sleep. As the thief nears her hoard, the dragon opens 4th +2 Ability Score Improvement 5,400
her eyes, locked on the intruder and ready for a quick snack.
These dragons, different as they might be, are defined by 5th +3 Become Young Dragon,     13,000
their nature: enigmatic, imposing, and majestic. They are Magic Weapons
perhaps the most recognizable monsters of DUNGEONS & 6th +3 Versatile 28,000
DRAGONS. More than mere beasts, dragons are the apex 7th +3 Archetype feature 46,000
predator in any terrain. When angered, their ferocity is like an
unrelenting storm or violent volcanic eruption. They are well 8th +3 Ability Score Improvement 64,000
acquainted with adventuring and survival, roaming far and 9th +4 Resilient 96,000
wide as they establish their lairs and domains.
10th +4 Archetype feature 128,000
Creating a Dragon 11th +4 Become Adult Dragon, 170,000
Legendary Action
As you create your dragon character, consider the
circumstances of your birth. Are you among a clutch of eggs 12th +4 Ability Score Improvement 200,000
belonging to the same parents? Have they stayed close to you, 13th +5 Frightful Presence 240,000
speaking to your awareness in preparation for the long life
ahead? Perhaps your egg was abandoned, lost, or stolen. If 14th +5 Legendary Resistance 280,000
so, what happened to your parents? Who stole you? 15th +5 Archetype feature 330,000
Do you have any defining physical features that set you 16th +5 Ability Score Improvement 390,000
apart from others of your kind? Are your beliefs part of an
imprinted legacy, or the result of impressions after hatching? 17th +6 Become Ancient Dragon 450,000
Your choices in such details could help determine your 18th +6 Archetype feature 530,000
dragon character's nature and why your character emulates a
particular archetype. 19th +6 Ability Score Improvement 610,000
20th +6 Dragon Lord 710,000
Variant: Level Advancement Without XP
Some DMs do away with experience points entirely and
control the rate of character advancement based on certain
milestones the characters achieve during their adventures.
In such cases—since dragon PCs require a higher XP cost
to gain a level—use the following table to determine Class Features
whenever a dragon PC gains a level:
Your dragon class grants you the following features.
Dragon Level Advancement Without XP
Nondragon Dragon Nondragon Dragon Hit Points
Level Level Level Level Hit Dice: 2d8 per level

1 1 11 — Hit Points at 1st Level: 16 + twice your


Constitution modifier

2 — 12 9 Hit Points at Higher Levels: 2d8 (or 9) + twice your


3 2 13 — Constitution modifier per level after 1st
4 3 14 10
Proficiencies
5 4 15 — Armor: None

6 5 16 11 Weapons: None

Tools: None
7 — 17 12
Saving Throws: Constitution, Charisma

8 6 18 13 Skills: Perception (with double proficiency bonus), Stealth


9 7 19 14
10 8 20 15
CHAPTER 2 | DRAGON CLASS 8
Limited Flight Become Young Dragon
Starting at 1st level, you can spend 1d4 hours after hatching At 5th level, your XP cannot exceed 6,500. You do not receive
to move around and stretch your muscles. After that time, you the benefits of 5th level and no longer gain any further XP
gain a flying speed of 60 feet. This flight works only in short until the following conditions are met:
bursts—you fall if you end your turn in the air and nothing You must secure a hoard of treasure for yourself, with a
else is holding you aloft. total value of 6,500 gp or more.
You must be at least 5 years of age.
Favored Terrain
The required age can be attained naturally by taking a deep
Also at 1st level, you have a favored terrain. This terrain is rest—known as brumation—on your treasure hoard. To enter
determined by your subrace, as shown on the Favored this rest, you must consume 850 pounds of meat (5 sheep or
Terrain table. 1 cow) within a 7-day period before beginning the rest.
During the brumation you steadily increase in size and have
Favored Terrain disadvantage on Wisdom (Perception) checks. If you move or
Terrain     Dragon Terrain     Dragon take action during this time, you must consume another 120
Arctic     White Forest     Gold, green pounds of meat (1 sheep) for every day of activity before you
Coast     Bronze Mountain     Copper, red,    
can resume the rest. Once per year before the age of 5, your
    silver rest is interrupted by ravenous hunger. When this occurs, you
Desert     Blue, brass must consume another 850 pounds of meat within a 7-day
Swamp     Black period to continue your deep rest. Once enough time has
passed for you to be 5 years of age, you emerge from your
You are intuitively familiar with your favored terrain and are brumation as a young dragon. You gain the benefits of 5th
adept at traveling and surviving in such a region. You have level and can continue to earn XP.
advantage on any Intelligence or Wisdom check related to As a young dragon, some dragon traits are modified. Those
your favored terrain, and gain inspiration when finishing a traits not listed here remain unchanged.
long rest within your favored terrain. Ability Score Increase. Your Strength score increases

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

normal pace. 120 feet.


When you hunt, you find twice as much food as you Blindsight. Your blindsight increases to a radius of 30 feet.
normally would. Breath Weapon. The size of your damaging breath
While tracking other creatures, you also learn their exact weapon increases, as shown on the Young Dragon Breath
number, their sizes, and how long ago they passed Weapon table on the following page. The damage of this
through the area. breath weapon increases to 49 (11d8) damage on a failed
save, or half as much damage on a successful one.
Flight Multiattack. Your fanged maw and claws are natural
At 2nd level, you no longer fall if you end your turn flying in weapons, which you can use to make melee weapon attacks.
the air and nothing else is holding you aloft. You can still fall As an action, you can make three attacks: one with your bite
from the air by being knocked prone, if your speed is reduced and two with your claws.
to 0 feet, or if you otherwise lose the ability to move. Your bite has a reach of 10 feet. On a hit, you deal piercing
damage equal to 2d10 + your Strength modifier.
Dragon Archetype Your claws have a reach of 5 feet. On a hit, you deal
slashing damage equal to 2d6 + your Strength modifier.
At 3rd level, choose one of the following archetypes: brute, Languages. You can speak, read, and write Common and
explorer, lurker, sage, or trickster—all detailed at the end of Draconic.
the class description. The archetype you choose grants you
features at 3rd, 7th, 10th, 15th, and 18th level. Young Dragon Breath Weapon
Dragon Breath Weapon
Ability Score Improvement
Black, Blue, Brass, Bronze, Copper 5 by 60 ft. line
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Gold, Green, Red, Silver, White 30 ft. cone
by 2, or you can increase two ability scores of your choice by
1, to a maximum of 20. Your ability score maximum increases
to 24 at 5th level, 28 at 11th level, and 30 at 17th level.

9 CHAPTER 2 | DRAGON CLASS


When this occurs, you must consume another 2,250 pounds
Dragon Transformation Ritual of meat within a 7-day period to continue your deep rest.
At 5th, 11th, and 17th level, dragon characters Once enough time has passed for you to be 100 years of age,
receive features that require them to gather a you emerge from your brumation as an adult dragon. You
minimum value of treasure and meet a specific age gain the benefits of 11th level and can continue to earn XP.
in order to transform into a larger dragon and As an adult dragon, some dragon traits are modified. Those
progress to those levels and beyond. This reflects traits not listed here remain unchanged.
the natural growth a dragon goes through, but can Ability Score Increase. Your Strength and Constitution
slow down an adventure when a party consists of scores each increase by 4, and your Intelligence, Wisdom,
both dragon and nondragon PCs. In such cases, a and Charisma scores each increase by 2, to a maximum

DM might rule that the treasure and age require- of 28.


ments for these levels may be ignored, using the Age. Adult dragons are a minimum of 100 years old and
following alternative:
Dragon Transformation Ritual. At 5th, 11th, and
can grow into ancient dragons at the age of 800.
17th level, your dragon character may enter a
Size. As an adult dragon, your size is Huge.
mythical ritual that lasts for 1 hour. The nature of Speed. If you have a burrowing speed, its base speed is

the ritual is up to your DM, and could involve 30 feet.


bathing in a magic fountain, praying to a dragon Blindsight. Your blindsight increases to a radius of 60 feet.
deity in a sanctified temple, or taking a short rest in Breath Weapon. The size of your damaging breath
a dragon's graveyard. During the ritual, you must weapon increases, as shown on the Adult Dragon Breath
concentrate as if concentrating on a spell. The Weapon table. The damage of this breath weapon increases
ritual is interrupted when you move or take action, to 63 (14d8) damage on a failed save, or half as much
or when your concentration breaks. damage on a successful one.
When the ritual has been completed, you gain
the benefits of your current level and can continue Adult Dragon Breath Weapon
to earn XP. Dragon Breath Weapon
Black, Blue, Brass, Bronze, Copper 5 by 90 ft. line
Gold, Green, Red, Silver, White 60 ft. cone
Magic Weapons
Starting at 5th level, your weapon attacks count as magical Legendary Action
for the purpose of overcoming resistance and immunity to Starting at 11th level, you can take a bonus action on each of
nonmagical attacks and damage. your turns in combat. This action can be used only to take the
Detect, Tail Attack, or Wing Attack action.
Versatile
Detect
At 6th level, you gain proficiency in two skills, tools, or You make a Wisdom (Perception) check.
languages of your choice.
Tail Attack
Resilient Your tail is a natural weapon, which you can use to make
Beginning at 9th level, you gain proficiency in Dexterity or melee weapon attacks. It has a reach of 15 feet. On a hit, you
Wisdom saving throws (your choice). deal bludgeoning damage equal to 2d8 + your Strength
modifier. Starting at 17th level, the reach of your tail attack
Become Adult Dragon increases to 20 feet.
At 11th level, your XP cannot exceed 85,000. You do not
receive the benefits of 11th level and no longer gain any
further XP until the following conditions are met: Legendary Actions
You must secure a hoard of treasure for yourself, with a The Legendary Action class feature described in
total value of 85,000 gp or more. this supplement has been modified to be used as a
You must be at least 100 years of age. bonus action on the dragon's turn, rather than how
some monsters use their legendary actions at the
The required age can be attained naturally by taking a deep end of another creature's turn. This modification
rest—known as brumation—on your treasure hoard. To enter has been made to prevent multiple PCs from taking
this rest, you must consume 2,250 pounds of meat (15 sheep multiple actions outside of their own turn, which
or 3 cows) within a 7-day period before beginning the rest. may disrupt the flow of combat and significantly
During the brumation you steadily increase in size and have increases the capabities of player characters. If a
disadvantage on Wisdom (Perception) checks. If you move or single dragon character is part of a group of non-
take action during this time, you must consume another 320 dragon adventurers, the DM might rule that a
pounds of meat (2 sheep or half a cow) for every day of acti- dragon PC can use its Legendary Actions in the
vity before you can resume the rest. Once per decade before same way as dragons in the Monster Manual would.
the age of 100, your rest is interrupted by ravenous hunger.

CHAPTER 2 | DRAGON CLASS 10


Wing Attack
You beat your wings. Each creature within 10 feet of you
must succeed on a Dexterity saving throw. The DC for this
save is equal to 8 + your proficiency bonus + your Strength
modifier. On a failed save, a creature takes bludgeoning
damage equal to 2d6 + your Strength modifier and is
knocked prone. You can then fly up to half your flying speed.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
Frightful Presence
Starting at 13th level, as an action or at the start of your
Multiattack action, each creature of your choice that is within
120 feet of you and aware of you must succeed on a Wisdom
saving throw or become frightened for 1 minute. The DC
equals 8 + your proficiency bonus + your Charisma modifier.
A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to your Frightful Presence for the
next 24 hours.
Legendary Resistance
At 14th level, if you fail a saving throw, you can choose to
succeed instead. You can use this feature three times, after
which you must finish a long rest to regain any spent uses.
Become Ancient Dragon
At 17th level, your XP cannot exceed 225,000. You do not
receive the benefits of 17th level and no longer gain any
further XP until the following conditions are met:
You must secure a hoard of treasure for yourself, with a
total value of 225,000 gp or more.
You must be at least 800 years of age.
The required age can be attained naturally by taking a deep
rest—known as brumation—on your treasure hoard. To enter
this rest, you must consume 6,000 pounds of meat (40 sheep
or 6 cows) within a 7-day period before beginning the rest.
During the brumation you steadily increase in size and have
disadvantage on Wisdom (Perception) checks. If you move or
take action during this time, you must consume another 850     Size. As an ancient dragon, your size is Gargantuan.
pounds of meat (6 sheep or 1 cow) for every day of activity Speed. If you have a burrowing speed, its base speed is 40
before you can resume the rest. Once per century before the feet.
age of 800, your rest is interrupted by ravenous hunger. When Reach. The reach of your claw attacks increases to 10 feet,
this occurs, you must consume another 6,000 pounds of meat the reach of your bite and wing attacks increases to 15 feet,
within a 7-day period to continue your deep rest. Once and the reach of your tail attacks increases to 20 feet.
enough time has passed for you to be 800 years of age, you Breath Weapon. The size of your damaging breath
emerge from your brumation as an ancient dragon. You gain weapon increases, as shown on the Ancient Dragon Breath
the benefits of 17th level and can continue to earn XP. Weapon table. The damage of this breath weapon increases
As an ancient dragon, some dragon traits are modified. to 76 (17d8) damage on a failed save, or half as much
Those traits not listed here remain unchanged. damage on a successful one.
Ability Score Increase. Your ability scores each increase
by 2, to a maximum of 30. Ancient Dragon Breath Weapon
Age. Ancient dragons are a minimum of 800 years old. Dragon Breath Weapon
Your maximum age is 2d10 x your Constitution modifier plus
1,000 years, after which you seek out a dragon's graveyard Black, Blue, Brass, Bronze, Copper 10 by 120 ft. line
and die. Gold, Green, Red, Silver, White 90 ft. cone

11 CHAPTER 2 | DRAGON CLASS


Dragon Lord Explorer
At 20th level, choose one of the following benefits: Emulating the explorer archetype means accepting your
Ability Score Increase. You can increase one ability score place among the terrors of the wilderness. As you soar the
of your choice by 2, or you can increase two ability scores of explorer's path, you learn specialized techniques for thriving
your choice by 1, to a maximum of 30. in the wild and fighting the threats you will unerringly face.
Dragon Feat. You gain one feat of your

choice from Chapter 4. Mobile Skirmisher


Epic Boon. With your DM's permission,
When you select this archetype at 3rd level, you become
you gain one epic boon of your choice from
difficult to pin down in a fight. Other creatures have
Chapter 7 of the Dungeon Master's Guide. disadvantage on opportunity attacks against you, and you can
For every 60,000 XP you earn beyond 710,000 XP, you no use the Dash action as a bonus action on your turn.
longer gain any XP until your treasure hoard has a total value
in gold pieces equal to your total XP value and you have spent Primeval Awareness
60 years in brumation. Each time you meet these require- Also at 3rd level, you can use your action to focus your
ments, you emerge from your rest and may choose one of the awareness on the region around you. For 1 minute, you can
Dragon Lord benefits. sense whether the following types of creatures are present
You may ignore the brumation and treasure hoard within 6 miles of you: aberrations, celestials, dragons,
requirements when using the Dragon Transformation Ritual elementals, fey, fiends, and undead. This feature doesn't
alternative. You may ignore all requirements when using the reveal the creatures' location or number.
Level Advancement Without XP variant. You can use this feature a number of times equal to your
proficiency bonus. You regain all expended uses when you
finish a long rest.
Dragon Archetypes
Different dragons choose different approaches to life. The Sky Master
archetype you choose to emulate reflects your approach. At 7th level, you gain superior eyesight. You can see up to 1
mile away with no difficulty, able to discern even fine details
Brute as though looking at something no more than 100 feet away
from you. Additionally, dim light doesn't impose disadvantage
The archetypal brute focuses on the development of raw on your Wisdom (Perception) checks.
physical power honed to deadly perfection. Those who model When flying higher than 5,000 feet, you gain advantage on
themselves on this archetype combine relentless fighting with Dexterity (Stealth) checks and advantage on Dexterity
physical excellence to deal devastating blows. (Deception) checks to appear as a bird of prey, instead of a
dragon, to those on the ground.
Improved Critical
Beginning when you choose this archetype at 3rd level, your Hide in Plain Sight
natural weapons score a critical hit on a roll of 19 or 20. Starting at 10th level, whenever you are in a natural terrain
you can spend 1 minute to blend into that terrain. During this
Feral Instinct time, your scales magically take on the color and texture of
By 7th level, your instincts are so honed that you have the surrounding environment, appearing gray and rough like
advantage on initiative rolls and cannot be surprised while boulders or mossy green in a forest, for instance.
you are conscious. Once you are camouflaged in this way, you gain a +1 bonus
to AC, which lasts for 8 hours. You can also attempt to hide in
Brutal Critical plain sight and gain a +10 bonus to Dexterity (Stealth) checks
Beginning at 10th level, you can roll one additional damage as long as you remain there without moving or taking actions.
die when determining the extra damage for a critical hit with Once you move or take an action or a reaction, you lose the
a natural weapon. camouflage and must blend with the terrain again to gain this
This increases to two additional dice at 15th level and benefit, though the AC bonus remains for the duration. You
three additional dice at 18th level. can only benefit from the AC bonus once at a time.
Superior Critical Slow Fall
Starting at 15th level, your natural weapons score a critical Beginning at 15th level, you can use your reaction when you
hit on a roll of 18--20. fall to reduce any falling damage you take by an amount equal
to five times your level.
Relentless
At 18th level, you can keep fighting despite grievous wounds. Primal Slayer
If you drop to 0 hit points and don't die outright, you can At 18th level, you become an unparalleled hunter. Your
make a DC 10 Constitution saving throw. If you succeed, you Wisdom score increases by 4. Once on each of your turns,
drop to 1 hit point instead. you can add your Wisdom modifier to the attack roll or the
Each time you use this feature after the first, the DC damage roll of an attack you make. You can choose to use
increases by 5. When you finish a short or long rest, the DC this feature before or after the roll, but before any effects of
resets to 10. the roll are applied.

CHAPTER 2 | DRAGON CLASS 12


Lurker For example, if you know the 1st-level spell detect magic
and have a 1st-level and 2nd-level spell slot available, you can
You focus your abilities on ambush and swift attacks. Those cast detect magic using either slot.
who adhere to this archetype are silent predators with patient Spells Known of 1st-Level and Higher. You know three
cunning. Stealth and obscurement help you catch your prey 1st-level wizard spells of your choice, two of which you must
with deadly efficiency. choose from the divination and enchantment spells on the
wizard spell list.
Dragon Cunning The Spells Known column of the Sage Spellcasting table
Beginning when you choose this archetype at 3rd level, you shows when you learn more wizard spells of 1st level or
can take a bonus action on each of your turns in combat. This higher. Each of these spells must be a divination or
action can only be used to take the Disengage or Hide action. enchantment spell of your choice, and must be of a level for
Additionally, you can attempt to hide even when you are which you have spell slots. For instance, when you reach 7th
only lightly obscured by foliage, heavy rain, falling snow, mist, level, you can learn one new spell of 1st or 2nd level.
and other natural phenomena. The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
Dread Ambush Whenever you gain a level, you can replace one of the
Starting at 7th level, you are at your deadliest when you get wizard spells you know with another spell of your choice
the drop on your enemies. You have advantage on attack rolls from the wizard spell list. The new spell must be of a level for
against any creature that hasn't taken a turn in the combat which you have spell slots, and it must be a divination or
yet. In addition, any hit you score against a creature that is enchantment spell, unless you're replacing the spell you
surprised is a critical hit. gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting
Supreme Sneak ability for your wizard spells, since you learn your spells
Starting at 10th level, you have advantage on a Dexterity through dedicated study and memorization. You use your
(Stealth) check if you move no more than half your speed on Intelligence whenever a spell refers to your spellcasting
the same turn. ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a wizard spell you cast and
Dragon Reflexes when making an attack roll with one.
When you reach 15th level, you have become adept at laying             Spell save DC = 8 + your proficiency bonus +

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  

13 CHAPTER 2 | DRAGON CLASS


Portent For the duration, you can perceive the surroundings of your
Starting at 7th level, glimpses of the future begin to press in duplicate as if you were in its position, simultaneously to
on your awareness. When you finish a long rest, roll two d20s using your senses from your own position. Additionally, when
and record the numbers rolled. You can replace any attack both you and your illusion are within 5 feet of a creature that
roll, saving throw, or ability check made by you or a creature can see the illusion, you have advantage on attack rolls
that you can see with one of these foretelling rolls. You must against that creature, given how distracting the illusion is to
choose to do so before the roll, and you can replace a roll in the target.
this way only once per turn. Once you use this feature, you must finish a short

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

30 feet. Versatile Trickster


Ethereal Sight. You can see into the Ethereal Plane within When you reach 15th level, you gain the ability to distract
60 feet of you. targets with your mage hand. As a bonus action on your turn,
Greater Comprehension. You can read any language. you can designate a creature within 5 feet of the spectral claw
created by the spell. Doing so gives you advantage on attack
Greater Portent rolls against that creature until the end of your turn.
Starting at 18th level, the visions in your dreams intensify and
paint a more accurate picture in your mind of what is to Spell Thief
come. You roll three d20s for your Portent feature, rather At 18th level, you gain the ability to magically steal the
than two. knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you
Trickster or includes you in its area of effect, you can use your reaction
to force the creature to make a saving throw with its
Tricksters enhance their feats with magic, learning tricks to spellcasting ability modifier. The DC equals 8 + your
cause pranks and other mischief. They puncture pride, mock Charisma modifier + your proficiency bonus. On a failed save,
tyrants, steal from the rich—or poor, and flout hollow you negate the spell's effect against you, and you steal the
traditions. They prefer subterfuge, deception, and theft rather knowledge of the spell if it is at least 1st level. For the next 8
than direct confrontation. hours, you know the spell and can cast it once without using
a spell slot. The spell's original caster can't cast that spell
Invoke Duplicity again until the 8 hours have passed.
Beginning when you choose this archetype at 3rd level, you You can use this feature a number of times equal to your
can create an illusory duplicate of yourself. Charisma modifier (a minimum of once). You regain all
As an action, you create a perfect illusion of yourself that expended uses when you finish a long rest.
lasts for 1 minute, or until you lose your concentration (as if
you were concentrating on a spell). The illusion apppears in
an unoccupied space that you can see within 30 feet of you.
As a bonus action on your turn, you can move the illusion up
to 30 feet to a space you can see, but it must remain within
120 feet of you.

CHAPTER 2 | DRAGON CLASS 14


Chapter 3: Appearance and Personality
Dragons are defined by much more than their subrace and
archetype. They're individuals with their own stories, Dragon Names
interests, connections, and capabilities beyond those that d100 Name d100 Name
class and race define. This section expounds on the details
that distinguish dragons from one another, including the 01-02 Akambherylliax 51-52 Linxakasendalor
basics of name, physical description, and the finer points of 03-04 Argenthrixus 53-54 Mohradyllion
personality and alignment. 05-06 Baharoosh 55-56 Mystan
07-08 Beryntolthropal 57-58 Nemmonis
Character Details 09-10 Bhenkumbyrznaax 59-60 Norixius
Your dragon's name and physical description might be the
first things that the other players at the table learn about you. 11-12 Caavylteradyn 61-62 Ophinshtalajiir
It's worth thinking about how these characteristics reflect the 13-14 Chumbyxirinnish 63-64 Orexiajandilin
character you have in mind. 15-16 Clethtinthiallor 65-66 Pfaphnyrennish
Name 17-18 Daardendrian 67-68 Phrahdrandon
Some players have a knack for coming up with a name for 19-20 Delmirev 69-70 Pyraxtallinost
their character, while others find that task more of a 21-22 Dhyrktelonis 71-72 Qyxpahrgh
challenge. The Dragon Names tables are examples of names 23-24 Ebynichtomonis 73-74 Raghthroknaar
your dragon character may have. You can select from the
possibilities here, or use dice to determine a name. 25-26 Esstyrlynn 75-76 Shestendeliath
A nickname is often used among clutchmates as a 27-28 Fharngnarthnost 77-78 Skaarzborrosh
descriptive term or a term of endearment. The name might
recall an event or center on a habit. Some examples are: 29-30 Ghaallixirn 79-80 Sumnarghthrysh
Climber, Earbender, Leaper, Pious, Shieldbiter, or Zealous. 31-32 Grrrmmballhyst 81-82 Tiammanthyllish
Young dragon and older may also have monikers, gained by 33-34 Gygazzylyshrift 83-84 Turnuroth
reputation. The Dragon Moniker Generator table gives
examples of such monikers. 35-36 Hashphronyxadyn 85-86 Umbyrphrael
37-38 Hshhsstoroth 87-88 Vangdondalor
Dragon Moniker Generator
d20 First Part 39-40 Imbixtellrhyst 89-90 Verthisathurgiesh
d20 Second Part
1 The [insert color] 41-42 Jerynomonis 91-92 Wivvyrholdalphiax
1 Brute
2 The Flying 43-44 Jharthraxyn 93-94 Wystongjiir
2 Explorer
3 The Staggering 45-46 Kerrhylon 95-96 Xephyrbahnor
3 Lurker
4 The Laughing 47-48 Kimbatuul 97-98 Yarjerit
4 Sage
5 The Toothy 49-50 Lhamboldennish 99-00 Zzzxaaxthroth
5 Trickster
6 The Menacing 6 Colossus
7 The Wise 7 Mountain
8 The Towering 8 Misfortune
9 The Slaughtering 9 Beast
10 The Leering 10 Behemoth
11 The Sleeping 11 Carnage
12 The Leaping 12 Inspiration
13 The Roaring 13 Mystic
14 The Frowning 14 Relic
15 The Lonely 15 Titan
16 The Wandering 16 Maw
17 The Mysterious 17 Marauder
18 The Deceiving 18 King/Queen
19 The Hungry 19 Lord/Lady
20 The Gleaming 20 Ghost
CHAPTER 3 | APPEARANCE AND
15 PERSONALITY
Physical Characteristics
Your dragon subrace defines much of your physical
characteristics, such as the color of your scales and shape of
your horns or frills. To add a touch of distinctiveness, you
might want to give your character an unusual or memorable
physical characteristic, such as a scar, a limp, or a different
tinge or hue of scales, such as pink instead of red.
Personal Characteristics
The following tables provide suggested personal
characteristics for wyrmling characters, based on the
outlander and urchin backgrounds. You can pick
characteristics, roll dice to determine them randomly, or use
these suggestions as inspiration for characteristics of your
own creation. Give your dragon character two personality
traits, one ideal, one bond, and one flaw.
As your dragon character ages into a young, adult, and
ancient dragon, your personal characteristics are likely to
change due to increased experiences and a different
perspective on life. You can elaborate on existing
characteristics, create entirely new ones, or modify other d6   Ideal
personal characterics suggestions from chapter 4 of the
Player's Handbook. 1   Respect. All creatures deserve respect. (Good)
2   Community. We have to take care of each other,          
d8   Personality Trait   because no one else is going to do it. (Lawful)
1   I hide scraps of food and trinkets away in my lair. 3   Change. The low are lifted up, and the high and            
  mighty are brought down. Change is the nature of      
2   I ask a lot of questions.   things. (Chaotic)
3   I like to squeeze into small places where no one else   4   Retribution. The powerful need to be shown what life  
  can get to me.   and death out in the open are like. (Evil)
4   I sleep with my back to a wall or tree, with everything 5   Dragons. I help the dragons who help me. It's what      
  I own gathered beneath me.   keeps us alive. (Neutral)
5   I eat like a pig and have bad manners. 6   Aspiration. I'm going to prove that I'm worthy of a      
6   I think anyone who's nice to me is hiding evil intent.   better life. (Any)
7   I don't like to bathe. d6   Bond
8   I bluntly say what other people are hinting at or           1   My lair is my home, and I'll fight to defend it.
  hiding.
2   I owe my life to another dragon who taught me how  
  to survive in the wilderness.
3   No one else should have to endure the hardships I've
  been through.
4   An injury to the unspoiled wilderness of my home is  
  an injury to me.
5   I am the last of my kin, and it is up to me to ensure    
  my name enters legend.
6   My siblings are the most important creatures in my    
  life, and I will do anything to protect them.

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.

17 CHAPTER 4 | CUSTOMIZATION OPTIONS


Innate Spellcasting Lifting and Carrying
Prerequisite: Young Dragon or older When using dragon barding in your campaign, the amount of
You can innately cast a number of spells equal to your weight your dragon character can bear may become relevant.
Charisma modifier. When this modifier changes, your Carrying Capacity. Your carrying capacity is the weight (in
number of known spells changes with it. Each spell can be pounds) that you can carry, which is high enough that most
cast once, requiring no material components. You regain the dragons don’t usually have to worry about it. This capacity is
use of each spell after finishing a long rest. The chosen spells determined by your age category, as shown in the Carrying
can be of any class's spell list and may be no higher than 3rd Capacity table.
level as a young dragon, 5th level as an adult dragon, and 7th Carrying Capacity
level as an ancient dragon. You can switch out any spells in
exchange for other spells once at 11th level and once at 17th Age Category Weight
level. Your spellcasting ability for these spells is Charisma. Wyrmling your Strength score x15
Young Dragon your Strength score x30
Lair Actions
Adult Dragon your Strength score x60
Prerequisite: Adult Dragon or older
Ancient Dragon your Strength score x120
Your lair must contain at least half your total treasure hoard
and you must spend at least 100 days per year resting on that You can push, drag, or lift a weight in pounds up to twice your
hoard for this feat to function. carrying capacity. While pushing or dragging weight in excess
You gain the lair actions and regional effects of your dragon of your carrying capacity, your speed drops to 5 feet.
subrace. Your DM has the information and abilities of these
actions and effects. You may have only one such lair at a time. Variant: Encumbrance
The rules for lifting and carrying are intentionally simple.
Dragon Barding Here is a variant if you are looking for more detailed rules for
determining how a dragon is hindered by weight. When you
Dragon barding is armor designed to protect a
dragon’s head, use this variant, ignore the Strength column of the Dragon
neck, chest, and body. Any type of
armor shown on the Barding table.
Dragon Barding table can be obtained during an adventure. Encumbered. If you carry weight in excess of one-third of
Chapter 5 of the Player's Handbook explains the basic your carrying capacity, your speed drops by 10 feet.
rules on wearing armor and how to interpret the Dragon Heavily Encumbered. If you carry weight in excess of two-
Barding table. If a dragon wears armor that it lacks thirds of your carrying capacity, up to your maximum
proficiency with, the dragon has disadvantage on any ability carrying capacity, your speed drops by 20 feet and you have
check, saving throw, or attack roll that involves Strength or disadvantage on ability checks, attack rolls, and saving
Dexterity, and it can’t cast spells. throws that use Strength, Dexterity, or Constitution.

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

19 CHAPTER 5 | DRACONIC PANTHEON


Astilabor Hlal
Astilabor, the Hoardmistress, is the neutral draconic god of Hlal, the Keeper of Tales, is a chaotic good copper dragon
wealth and acquisition. She represents the desire in all goddess of storytelling and humor. She is a sleek, copper
dragons to acquire wealth and power. However, she dislikes colored dragon with a ready grin and a happy glint in her eye.
greed. She cannot abide thievery unless such an act is done Of the dragon gods, she is the most friendly to non-dragons.
in the name of building one's hoard. All of Astilabor's She enjoys sharing stories and songs with those who
followers are neutral in some some aspect of their alignment. appreciate such things, regardless of the listener's race or
She discourages her clerics from becoming involved in background. Hlal has little use for tyrants, and even less
draconic politics and seeks to reward dragons with unusually patience for cruelty or bullying. She teaches that one must be
impressive hoards. free of restraint, whether real or psychological, in order to
freely express one's opinions. Hlal's priests are often bards,
Bahamut using music and poetry to spread their faith. Places of
worship are usually simple shrines, which can be packed up
Bahamut, the Platinum Dragon, is the god of the good- and moved to the next town at a moment's notice.
aligned metallic dragons. He is particularly revered by gold,
silver and bronze dragons, though all good-aligned dragons Lendys
hold some reverence for Bahamut, and even evil-aligned have
grudging respect for his strength. Bahamut is also referred to Lendys, Scale of Justice, is the lawful neutral god of balance
as the King of the Good Dragons or the Lord of the North and justice, whose duty it is to avenge wrongs committed
Wind and is depicted as a massive dragon with platinum against dragonkind. In his natural form, Lendys is a huge,
scales and blue eyes. The exact color of his scales is hard to wingless platinum dragon with tarnished scales, and his eyes
specify and may depend on Bahamut's mood. gleam with brilliant beams of light. Unlike Chronepsis, who
judges dragons after they die, Lendys metes out justice
Chronepsis during a dragon's life. The clerics and paladins of Lendys are
justice-bringers, often serving as judges and arbiters for local
Chronepsis, the Watcher, is a disinterested neutral dragon communities.
deity of fate, death, and judgment. He appears as a colorless
dragon with dull, decaying skin through which yellowed Tamara
bones poke, making him an outsider in the struggle between
metallic and chromatic dragons. Worshippers of Chronepsis Tamara, Her Beneficence, is the neutral good draconic
do not pray, as they know their prayers will go unanswered goddess of light, life, and mercy. In her natural form, Tamara
and unheeded. Instead, they contemplate the nature of death is a huge, wingless platinum dragon with burnished scales,
and life. They may go on quests to retrieve the corpses of slightly smaller than Lendys. She radiates a comfortable aura
dead dragon-blooded creatures to intern them in temples, or of warmth and love, her eyes shining with the brightness of
protect a dying dragon from molestation by others. the sun itself. Tamara is the kindest and most benevolent of
the draconic deities. As consort of Lendys, she always strives
Falazure to temper his hard-edged justice with a sense of forgiveness.
Tamara's faith has a reputation of being peaceful and
Falazure, the Night Dragon, is the neutral evil dragon god of merciful, but her worshipers won't hesitate to stand against
undeath, decay, and exhaustion. He is a wretched, creeping evil or tyranny if they need to.
thing no longer able to fly, but he has a gravely terrible beauty
nonetheless. He is vast and sleek, with silver-edged scales of Tiamat
midnight blue and vestigial wings. He may also appear as a
handsome human or comely elf. Falazure is a brilliant, gifted Tiamat is the five-headed queen of the evil chromatic
master of disguise, and lacks his sister Tiamat's reckless- dragons. She has one head for each customary color of
ness. He requires a continuous stream of death to maintain chromatic dragon (black, blue, green, red, white), and each
his beauty and perfection. If he goes without death for too head has the powers of a member of the respective race of
long, he becomes gaunt and skeletal. Falazure is worshipped dragonkind. Her body is a blending of various chromatic
by shadow dragons and dracoliches. He is revered by many dragon forms with an appropriately multicolored hide.
necromancers of nondraconic races as well, and by intelligent Tiamat is a greedy, vain, and arrogant goddess who embodies
undead. Among the dragon gods, only Bahamut and Tiamat all the strengths of evil dragonkind, and few of their
have more nondraconic followers than Falazure. weaknesses. Tiamat is most concerned with spreading evil,
defeating good, and propagating chromatic dragons.
Garyx Bahamut is her archnemesis. Although she is not averse to
razing the occasional village, her true schemes are subtle and
Garyx, Cleanser of Worlds, is a chaotic evil red dragon god of hard to detect. From the shadows she moves her puppets'
fire, destruction, and renewal. Garyx symbolizes the sheer strings, and she never forgives a slight. The Queen of Evil
power and destructive force of dragonkind and has gold Dragons demands reverence, homage, supplication, and
scales that sometimes shimmer red. Some argue that Garyx tribute from her subjects, who are preoccupied with
is actually insane. Garyx pays little or no attention to his gathering treasure and undermining other faiths. Few
clerics and worshippers, but they do not care. Some druids humanoids worship Tiamat, but her children, the chromatic
revere the renewing aspect of Garyx, knowing that some dragons, all acknowledge her sovereignty. Blue and green
devastation is always necessary for rejuvenation to occur. dragons obey her most readily.

CHAPTER 5 | DRACONIC PANTHEON 20


Bahamut Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one
creature. Hit: 28 (4d8 + 10) bludgeoning damage.
Gargantuan celestial, lawful good
Frightful Presence. Each creature of Bahamut's choice
Armor Class 25 (natural armor) that is within 240 feet of Bahamut and aware of him
Hit Points 615 (30d20 + 300) must succeed on a DC 26 Wisdom saving throw or
Speed 60 ft., fly 150 ft. become frightened 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. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
30 (+10) 14 (+2) 30 (+10) 26 (+8) 26 (+8) 28 (+9) creature is immune to Bahamut's Frightful Presence for
the next 24 hours.
Saving Throws Str +19, Wis +17, Cha +18 Change Shape. Bahamut magically polymorphs into a
Skills Arcana +17, Perception +26, Religion +17 humanoid or beast of any challenge rating, or back into
Damage Immunities acid, cold, fire, lightning, poison; his true form. Any equipment he is wearing or carrying
bludgeoning, piercing, and slashing from nonmagical is absorbed or borne by the new form (Bahamut's
weapons choice). In a new form, Bahamut retains his alignment,
Condition Immunities blinded, charmed, deafened, hit points, Hit Dice, ability to speak, proficiencies,
frightened, poisoned, stunned Legendary Resistance, and Intelligence, Wisdom, and
Senses darkvision 240 ft., truesight 120 ft., passive Charisma scores, as well as this action. His statistics
Perception 36 and capabilities are otherwise replaced by those of the
Languages Celestial, Common, Draconic new form, except any class features or legendary
Challenge 30 (155,000 XP) actions of that form.

Discorporation. When Bahamut drops to 0 hit points or Legendary Actions


dies, his body is destroyed but his essence travels back Bahamut can take 5 legendary actions, choosing from
to his domain in Mount Celestia, and he is unable to the options below. Only one legendary action option
take physical form for a time. can be used at a time and only at the end of another
Innate Spellcasting (3/Day). Bahamut can innately cast creature's turn. Bahamut regains spent legendary
divine word (spell save DC 26). His spellcasting ability actions at the start of his turn.
is Charisma. Detect. Bahamut makes a Wisdom (Perception) check.

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

    blast in a 90-foot cone. Each creature in that area

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

    that area must succeed on a DC 27 Constitution

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

    of its turns, ending the effect on itself on a success.


Actions Disintegrating Roar (Costs 3 Actions). Bahamut emits a

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

with his claws.     must make a DC 27 Constitution saving throw,

    taking 96 (16d6 + 40) force damage on a failed

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.

    The creature can be restored to life only by means of

    a true resurrection or a wish spell.

21 CHAPTER 5 | DRACONIC PANTHEON


Tiamat Frightful Presence. Each creature of Tiamat's choice that
is within 240 feet of Tiamat and aware of her must
Gargantuan fiend, chaotic evil
succeed on a DC 26 Wisdom saving throw or become
Armor Class 25 (natural armor) frightened for 1 minute. A creature can repeat the
Hit Points 615 (30d20 + 300) saving throw at the end of each of its turns, ending the
Speed 60 ft., fly 120 ft. effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to Tiamat's Frightful Presence for
STR DEX CON INT WIS CHA the next 24 hours.
30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9) Legendary Actions
Saving Throws Str +19, Dex +9, Wis +17 Tiamat can take 5 legendary actions, choosing from the
Skills Arcana +17, Perception +26, Religion +17 options below. Only one legendary action option can
Damage Immunities acid, cold, fire, lightning, poison; be used at a time and only at the end of another
bludgeoning, piercing, and slashing from nonmagical creature's turn. Tiamat regains spent legendary actions
weapons at the start of her turn.

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

    dragon head), or cold damage (white dragon head).

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

is Charisma.     feet wide. Each creature in that line must make a

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

    damage on a successful one.

Multiple Heads. Tiamat can take one reaction per turn,


Green Dragon Head: Poison Breath (Costs 2 Actions).

rather than only one per round. She also has advantage
    Tiamat breathes poisonous gas in a 90-foot cone.

on saving throws against being knocked unconscious.


    Each creature in that area must make a DC 27

If she fails a saving throw against an effect that would


    Constitution saving throw, taking 77 (22d6) poion

stun a creature, one of her unspent legendary actions in


    damage on a failed save, or half as much damage on

spent.
    a successful one.

Regeneration. Tiamat regains 30 hit points at the start Red Dragon Head: Fire Breath (Costs 2 Actions).

of her turn.     Tiamat breathes fire in a 90-foot cone. Each creature

    in that area must make a DC 27 Dexterity saving

Actions     throw, taking 91 (26d6) fire damage on a failed save,

    or half as much damage on a successful one.

Multiattack. Tiamat can use her Frightful Presence. She


White Dragon Head: Cold 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

with her tail.


    creature in that area must make a DC 27

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.

CHAPTER 5 | DRACONIC PANTHEON 24


Chapter 6: Adventure Ideas
What adventures might dragon characters undertake? What The metallic dragon had a dream of a hatchery where all
villains and monsters are associated with them? How might dragon eggs were together, born amongst each other, seeing
dragons get entangled in the divine schemes of the dragon themselves as kin. The three dragons came together and
gods? This chapter briefly explores these questions, providing discussed their visions. In the end, they worked together to
some advice for players to create their own exciting stories. create the Council of Wyrms. Peace reigned and the great
dragon war ended. Io was pleased.
Council of Wyrms
Council of Wyrms is a Dungeons & Dragons setting and Dragonlance
boxed set, published in 1994 for AD&D 2nd edition. The The Dragonlance world is described in dozens of books and
adventures of this setting occur in the Io's Blood Isles, a novels. The setting contains numerous characters, an
string of islands representing all major climates, separated extensive timeline, and a detailed geography.
from the rest of its self-contained world by vast oceans. Dragonlance is set on the world of Krynn. The majority of
The dragons on the islands are described as having a loose its stories take place in the various regions of Ansalon, a
democratic government with a caretaker. Each dragon clan small continent, though some have taken place on the
led by an ancient dragon gets a vote on issues before the continent of Taladas, located northeast of Ansalon. The
Council of Wyrms. The caretaker only gets a vote on tied world's major gods are the High God and his children: good
issues. Thus, dragonkind (chromatic, gem, and metallic) Paladine, neutral Gilean, and evil Takhisis. The gods are
cooperates and makes decisions on issues affecting dragon opposed by Chaos, who seeks to destroy Krynn. Depending
welfare. Humanoids are not native to the islands, and those on the time period, the evil chromatic and the good metallic
who come to the islands are mostly adventurous dragon dragons are rare or plentiful. Humans are Krynn's most
slayers. common humanoid race, but elves, dwarves, kender, gnomes,
According to the draconic myth described in the setting, and minotaurs occupy the world as well. Clerics derive
the islands were created by the dragon god Io. Seeing his magical powers from their gods, and wizards derive their
children, the dragons, engulfed in dragon war, Io cried out: "If power from the three moon gods, good Solinari, neutral
dragon blood must be spilled, then let it be mine!" He then Lunitari, and evil Nuitari. During Krynn's various wars,
slashed open his belly with his own claws and spilled his armies of draconians are used as troops. Draconians are
blood into the oceans. The divine blood solidified and created by corrupting a dragon egg, thereby creating a
became a chain of islands. These islands Io gave to the reptilian humanoid. Any dragon egg can be used to make a
dragons, hoping that they would be able to live there in peace. draconian, although the ones most commonly used are good
The dragons, of course, failed to live together peacefully. dragon eggs because the evil kings want more evil dragons to
Almost as soon as they had moved to the new islands, they hatch.
began their brutal conflicts over petty grievances once more. Appendix B of the Player's Handbook provides more
Io came up with a second plan to bring the dragons together. information on the deities of Dragonlance.
He hoped to unite them against a common enemy. Io sent to
the humanoids an icon of his power, an avatar. He told them Tyranny of Dragons
dragon secrets and gave them powers to slay dragons with. In an audacious bid for power, the Cult of the Dragon leads
He then commanded them to construct a great fleet and sail the charge in an unholy campaign to bring Tiamat back to
across the ocean to rid the blood islands of dragons. With his Faerûn. Alongside their chromatic dragon allies and the Red
plan complete, Io watched from his plane of existence. Wizards of Thay, they sweep from town to town, laying waste
The humanoids arrived on the Io's Blood Isles and to all those who oppose them and gathering a hoard of riches
immediately began to systematically eliminate all dragons. for their dread queen.
The dragons were forced to end their wars and fight the The threat of annihilation has become so dire that groups
common enemy: humanoids. The dragons were almost as disparate as the Harpers and Zhentarim are banding
eliminated, but they managed to drive off the invaders, but together to fight the cult. The heroes must succeed, or Faerûn
only by working together. Io's heart warmed. He had finally will succumb to draconic tyranny. In the end, the world will
forced the dragons to make peace. But, for the third time, the never be the same. As dragon characters, players could be
dragons started warring once more. Io was furious. After he part of the resistance against the dragon queen, or even join
had done so much for them, they insult him yet again? He had the Cult of the Dragon's side in ensuring the Rise of Tiamat.
had enough. He was ready to try one more plan, and if that Tyranny of Dragons is the first adventure set published by
didn't work, then he would abandon the dragons forever. Wizards of the Coast after the Starter Set's Lost Mine of
Io sent visions to three different dragons, paragons and Phandelver. It was in development by Kobold Press during
leaders of their various races (being chromatic, gem, and D&D 5th Edition's development, and thus the original book
metallic). The gem dragon received a vision of a great council, releases were filled with inconsistencies and errors (that
where dragons may discuss disputes and resolve matters have since been ironed out) due to incomplete information
peacefully. The chromatic dragon had a dream of a fighting about the system. The newly released Tyranny of Dragons
arena, where unresolved problems would be solved via a duel book print has rebalanced encounters and includes the errata
of strength, where whichever dragon landed first would lose. from the previous releases.

25 CHAPTER 6 | ADVENTURE IDEAS


Appendix A: Class Options
This appendix provides options for non-dragon fighter and Soul of the Dragon
paladin characters. They are highly suitable for any dragon- Starting at 15th level, your affinity with dragons becomes
themed adventure. more powerful. You gain immunity to the damage type
associated with your dragon patron. Additionally, you gain a
+1 bonus to AC while wearing armor.
Fighter
At 3rd level, a fighter gains the Martial Archetype feature. Tiamat's Blessing of Retribution
Here is an option for that feature: Dragon Cultist. At 18th level, when you take damage that reduces you to 0 hit
points, you immediately regain 20 hit points.
Dragon Cultist Once you use this feature, you must finish a short or long
Fighters initiated in the Dragon Cultist archetype swear rest before you can use it again.
allegiance to Tiamat, Queen of Evil Dragons. These fighters
exhibit many of the tendencies shared by chromatic dragons. Paladin
They decorate their arms and armor with dragon motifs, At 3rd level, a paladin gains the Sacred Oath feature. Here is
venerate chromatic dragons, and seek to rid the world of an option for that feature: Oath of the Dragon King.
metallic dragons and the meddling of Bahamut.
Dragon Fanatic Oath of the Dragon King
Beginning when you choose this archetype at 3rd level, you Paladins that take up the Oath of the Dragon King bind
can speak, read, and write Draconic. Choose one type of themselves to Bahamut, King of Good Dragons. Sometimes
chromatic dragon as your patron. The damage type associ- called dragon knights or dragon riders, these paladins hold
ated with each dragon is used by features you gain later. many of the virtues shared by metallic dragons. They
decorate their arms and armor with dragon motifs, venerate
Dragon Patron metallic dragons, and seek to rid the world of chromatic
Dragon Damage Type dragons and the machinations of Tiamat.
Black Acid
Blue Lightning
Tenets of the Dragon King
The Oath of the Dragon King follows an ancient draconic
Green Poison code that places a strong emphasis on the honor and
Red Fire teachings of Bahamut.
Justice and Good Above All. Uphold just laws and
White Cold righteous deeds. Stand up against injustice with swift action.
Respect to Righteous Innocence. Behold the beauty of
You also have advantage on saving throws against being the uncorrupted. Cherish it, and let it not fall into darkness.
charmed or frightened. While you can see a dragon, you Protection to the Lesser Races. Aid others, protect the
ignore the effects of being charmed or frightened. weak, and punish those who threaten them.
Correction to the Enemy. Show mercy to your foes, but
Orb of Dragon's Breath temper it with wisdom. A life that can be redeemed is a life
At 3rd level, you gain a new attack option that you can use that should not be slain.
with the Attack action. This special attack is a ranged spell Forbearance for Oneself. Exercise patient self-control,
attack with a range of 60 feet. You are proficient with it, and restraint, and tolerance. Let the chaos of the world leave you
you add your Strength or Dexterity modifier (your choice) to unaffected.
its attack and damage rolls. On a hit, its deals 1d8 damage of
the type associated with your dragon patron. Oath Spells
When you gain the Extra Attack feature, this special attack You gain oath spells at the paladin levels listed.
can be used for any of the attacks you make as part of the
Attack action. Oath of the Dragon King Spells
Paladin Level Spells
Limited Flight 3rd detect evil and good, feather fall
Starting at 7th level, you can use a bonus action to gain a 5th animal messenger, calm emotions
flying speed of 30 feet until the end of your turn.
9th daylight, spirit guardians
Heart of the Dragon 13th freedom of movement, guardian of faith
At 10th level, your affinity with dragons grants you resistance
to the damage type associated with your dragon patron. You 17th dispel evil and good, greater restoration
also gain blindsight with a radius of 10 feet and darkvision
with a radius of 60 feet. If you already have darkvision, the
range of your darkvision increases by 60 feet.

APPENDIX A | CLASS OPTIONS 26


Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Dragon Spirit. As an action, you summon the spectral
image of an adult metallic dragon centered around you and
moving with you, using your Channel Divinity. For 1 minute,
any creature that is hostile to you receives radiant damage
equal to your Charisma modifier when they start their turn
within 5 feet of you or move within 5 feet of you during their
turn.
Abjure Dragon. As an action, you present your holy
symbol and speak a prayer of denunciation, using your
Channel Divinity. Choose one dragon within 60 feet of you
that you can see. That dragon must make a Wisdom saving
throw with disadvantage, unless it is immune to being
frightened.
On a failed save, the dragon is frightened for 1 minute or
until it takes any damage. While frightened, the dragon's
speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1
minute or until the creature takes damage.
Dragon Companion
Starting at 7th level, when you cast the find steed spell, you
can summon a celestial dragon that uses the statistics of a
wyrmling. Choose from brass, bronze, copper, gold, or silver
dragon wyrmling. The wyrmling has the celestial type.
Dragon Mount
Beginning at 15th level, when you cast the find steed spell
using a spell slot of 4th level or higher (or when casting the
find greater steed spell when using Xanathar's Guide to
Everything), you can summon a celestial dragon that uses the
statistics of a young dragon. Choose from brass, bronze,
copper, gold, or silver young dragon. The young dragon has
the celestial type.
Dragon Soul
At 20th level, as an action, you can polymorph into an adult
dragon. Choose from brass, bronze, copper, gold, or silver
adult dragon. The transformation lasts for 1 minute. It ends
early if you drop to 0 hit points or die.
Your game statistics, including mental ability scores, are
replaced by the statistics of the new form, except for its lair
actions. You retain your alignment, personality, and known
languages.
You assume the hit points of the new form, and when you
revert to your normal form, you return to the number of hit
points you had before you transformed. If you revert as a
result of dropping to 0 hit points, any excess damage carries
over to your normal form. As long as the excess damage
doesn't reduce your normal form to 0 hit points, you aren't
knocked unconscious.
Your gear melds into the new form. You can't activate, use,
wield, or otherwise benefit from any of your equipment. Once
you use this feature, you can't use it again until you finish a
long rest.

27 APPENDIX A | CLASS OPTIONS


Changelog
Version 2.3 (August 16th, 2021) Version 2.0 (August 12th, 2021)
Introduction. The following sentence has been added: "If Natural Weapons. Natural weapons no longer count as
there are nondragon player characters in your adventuring unarmed strikes.

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.

gain none of that class’s starting proficiencies."


Class Features (6th Level). The Ability Score Increase feat
Dragon Barding. Gaining proficiency in dragon barding now has been replaced by the Fast Learner feat.

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.

Brumation (5th, 11th, and 17th Level). Dragons now wake


up during brumation with ravenous hunger, requiring to
Version 2.1 (August 14th, 2021) periodically feed themselves before continuing their rest.

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.

'unarmed strike', it now reads 'natural weapon'.


Optional Rule (Barding). Dragons can now wear dragon
Explorer. The number of times the Explorer archetype's barding to improve their AC.

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

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