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Table Of Contents

1 Dragon Rider
1.1
1.1.1 Joined Souls
1.1.2 Life in the Wind
1.1.3 Creating a Dragon Rider
1.2 Class Features
1.2.1 Fighting Style
1.2.2 Soulbound
1.2.3 Mind Meld
1.2.4 Spellcasting
1.2.5 Blood of a Dragon
1.2.6 Rider Archetype
1.2.7 Ability Score Improvement
1.2.8 Extra Attack
1.2.9 Draconic Senses
1.2.10 Draconic Strike
1.2.11 United We Stand
1.3 Dragon Rider Archetypes
1.3.1 Dragon Knight
1.3.2 Dragon Kin
2 Dragons
2.1
2.1.1 Colorful Predators
2.1.2 Bonded Morality
2.2 Class Features
2.3 Dragon Traits
2.3.1 Lair Seekers
2.3.2 Preferred Terrain
2.3.3 Draconic Senses
2.3.4 Growth
2.3.5 Frightful Presence
2.3.6 United We Stand
2.4 Black Dragons
2.5 Blue Dragons
2.6 Green Dragon
2.7 Red Dragon
2.8 White Dragon
2.9 Brass Dragon
2.10 Bronze Dragon
2.11 Copper Dragon
2.12 Gold Dragon
2.13 Silver Dragon

1
Dragon Rider

A
lightly armored half-elf sits atop her scaled The life of a Dragon Rider is a lonely one, however the bond
companion. Light glints off of the scales as the between dragon and rider allows for a companion no matter
dragon jumps from it's perch in the mountains where life takes them.
to fly down to the valley below. Dodging
between a slew of black arrows, the dark blue Creating a Dragon Rider
dragon spews a blast of lightning from it's maw As you build your dragon rider, think about the type of dragon
onto the squad of goblins below. with which you are bonded. The color of a dragon determines
A hulking red dragon breathes fire upon a slew of soldiers many of the abilities that a rider recieves through his bond
upon a battlfield marred with ashes and arrows. Bodies are with the dragon. Think about the relationship between
littered around the dragon and his Orc companion, sitting dragon and rider. Do you and your dragon continue to serve
upon the dragon skewering anyone dumb enough to come the order of dragon riders? Or have you and your companion
within range of the bloodthirsty pair. decided to strike out alone and try to make it on your own.
Clothed in a white robe pulled tight around him, a young What led you to become an adventurer? Do you and your
human and his large white dragon companion stalk their prey dragon have a desire to discover ancient locations not seen by
through a snowy field. The pari is nearly indistinguishable men in this era? Are you and your partner building a large
from the ground beneath them and their quarry is unaware of hoard, and beginning small by doing odd jobs for villagers
their presence. Large bolts of magic blast from the human's nearby? Maybe you are the people's champion from the town
hands as he strikes the creatures before him. in which you were born and raised. Maybe your dragon and
Regardless of scale color or birthplace, the dragon and his you have been cast out of your homeland because of some
rider are bonded from birth. Joined at the soul, dragon and crime committed at an early age. Maybe you've been cast out
rider are inseparable. Whether good or evil, lawful or chaotic, because those close to you are fearful of your abilities, and
a dragon and his rider work together toward their common the dragon with which you have formed your bond.
goal; each giving the other benefits because of their joined
souls. Quick Build
Joined Souls You can make a dragon rider quickly by following these
suggestions. First, make Strength or Dexterity your highest
A Dragon Rider and his Dragon are bonded at birth. The ability score, depending on whether you want to focus on
child is paraded before several dragon eggs until one hatches. melee weapons or on archery (or finesse weapons). Your next-
When the egg hatches for a child, the child and the dragon highest score should be Wisdom, to fuel your innate casting
form a bond that magically joins their souls together. The ability. Second, choose the Outlander background.
dragon and his future rider become inseparable, forming a
strong telepathic bond.
The Dragon grants his rider innate magical abilities, Class Features
coming directly from the Dragon's magical ancestry. The As a dragon rider, you gain the following class features
Dragon Rider can tap into the senses of his scaled
companion, allowing him to see farther, hear better, and smell Hit Points
more sharply than a normal person would be able. Hit Dice: 1d8 per dragon rider level
Because of the nature of the bond between Dragon and Hit Points at 1st Level: 8 + your Constituion modifier
Rider, the death of one of the pair results in a catastrophic Hit Points at Higher Levels: 1d8 (or 5) + your Constituion
loss for the surviving member. The most likely outcome from modifier per dragon rider level after 1st
a loss on this scale is insanity, with the potential for
immediate death of the surviving of the pair. However in Proficiencies
some instances, with a very strong will, the surviving member Armor: Light armor, shields
will come out on the other side relatively unscathed, despite Weapons: Simple weapons, martial weapons
the difficulty of living with half a soul. Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, Athletics, History,
Life in the Wind Investigation, Nature, Perception, Survival
Rider and Dragon, twin souls, born to be brothers. A dragon Equipment
and rider live for adventure, travelling from place to place You start with the following equipment, in addition to the
exploring the known world and doing good for those around equipment granted by your background:
them, or raining destruction on those unfortunate enough to (a) leather armor, longbow, 20 arrows, and exotic saddle
be caught in their path. (a) a martial weapon, and shield or (b) two simple
Dragon and Rider alike live a life of freedom, not being weapons
held down by anything but the relationships that they form (a) a scholar's pack or (b) an explorer's pack
with those around them.

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2
The Dragon Rider
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Soulbound, Mind Meld 2 — — — — —
2nd +2 Blood of a Dragon 2 — — — — —
3rd +2 Rider Archetype 2 3 2 — — —
4th +2 Ability Score Improvement 2 4 3 — — —
5th +3 Extra Attack 2 4 3 — — —
6th +3 — 2 4 3 — — —
7th +3 Rider Archetype Feature 2 5 4 2 — —
8th +3 Ability Score Improvement 2 6 4 2 — —
9th +4 Draconic Senses 2 6 4 2 — —
10th +4 Rider Archetype Feature 3 7 4 3 — —
11th +4 Extra Attack 3 8 4 3 — —
12th +4 Ability Score Improvement 3 8 4 3 — —
13th +5 — 3 9 4 3 2 —
14th +5 Draconic Strike 3 10 4 3 2 —
15th +5 Rider Archetype Feature 3 10 4 3 2 —
16th +5 Ability Score Improvement 3 11 4 3 3 —
17th +6 — 3 11 4 3 3 —
18th +6 Rider Archetype Feature 3 11 4 3 3 —
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 United We Stand 3 13 4 3 3 1

Fighting Style The weapon must have the two-handed or versatile property
for you to gain this benefit.
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting Protection
Style option more than once, even if you later get to choose When a creature you can see attacks a target other than you
again. that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
Archery a shield.
You gain a +2 bonus to attack rolls you make with ranged
weapons. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
Defense ability modifier to the damage of the second attack.
While you are wearing armor, you gain a +1 bonus to AC.
Soulbound
Dueling
When you are wielding a melee weapon in one hand and no The group known as the Dragon Riders travels to many
other weapons, you gain a +2 bonus to damage rolls with that towns and cities throughout the known world, bringing eggs
weapon. to be brought before newborn children. When an egg hatches
for a child, the two become bonded with soul and mind. A
Great Weapon Fighting dragon rider's abilities stem from this bond, but there are
When you roll a 1 or 2 on a damage die for an attack you downsides to this as well. Because of this bond, the death of
make with a melee weapon that you are wielding with two one of the soulbound pair results in a catastrophic loss for
hands, you can reroll the die and must use the new roll, even the surviving member of the pair.
if the new roll is a 1 or a 2.

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But the lifelong bond is worth it for the pair, as the near The Spells Known column of the Dragon Rider
immortality flows between both dragon rider. On a percentile Spellcasting table shows when you learn more wizard spells
die, a roll of 1-15 means death; 16-80 means permanent of 1st level or higher. Each of these spells must be an
insanity, 81-100 means no effect. Restoring the partner to life abjuration or evocation spell of your choice, and must be of a
restores insanity. If death, both must be restored. level for which you have spell slots. For instance, when you
A Dragon Rider also gains proficiency in the Draconic reach 7th level in this class, you can learn one new spell of
language as well because of the bond with their dragon. 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
Mind Meld from any school of magic.
Dragon and Rider form a special bond from birth, and both Whenever you gain a level in this class, you can replace one
mind and soul are joined by strong magics. A dragon rider of the wizard spells you know with another spell of your
and his companion can speak to each other telepathically choice from the wizard spell list. The new spell must be of a
because of this bond, but they can also meld their minds level for which you have spell slots, and it must be an
together to become as though one mind with two bodies. This abjuration or evocation spell, unless you're replacing the spell
mind meld grants special abilities to both dragon and rider as you gained at 8th, 14th, or 20th level.
their bond becomes stronger. Melding your mind with your Spellcasting Ability
dragon takes concentration on both ends, and breaking this Charisma is your spellcasting ability for your wizard spells,
concentration ends the abilities that come from your mind since you learn your spells through the bond with your
meld. dragon. You use your Charisma whenever a spell refers to
your spellcasting ability.
Spellcasting In addition, you use your Charisma modifier when setting
Because of your bond with your dragon, you have the ability the saving throw DC for a wizard spell you cast and when
to cast magical spells. See chapter 10 for the general rules of making an attack roll with one.
spellcasting and chapter 11 for the wizard spell list. Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Cantrips Spell attack modifier = your proficiency bonus + your
At 1st level, you know two cantrips of your choice from the Charisma modifier
wizard spell list. You learn additional wizard cantrips of your
choice at higher levels, as shown in the Cantrips Known Blood of a Dragon
column of the Dragon Rider table. Because of your bond with your dragon, starting at 2nd level
you now have blood of a dragon running through your veins.
Innate Spellcasting This prevents you from becoming sick from any disease.
Being a dragon rider allows you to draw on the
You receive other benefits as you become stronger because
magical power running through the veins of you
of your dragon blood.
and your companion. As your bond strengthens,
then you can expand your knowledge to allow you Rider Archetype
to cast more powerful spells. You can also draw At 3rd level, you choose an archetype that you emulate by
upon the ancient knowledge of dragons to increase
your capabilities and learn new spells.
focusing on different areas of your bond with your dragon.
Choose Dragon Knight, or Dragon Kin, both detailed at the
end of the class description. The archetype you choose grants
you features at 3rd level and again at 7th, 10th, 15th, and
Spell Slots 18th level.
The Dragon Rider table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these Ability Score Improvement
spells, you must expend a slot of the spell's level or higher. When you reach 4th level, and again at 6th, 8th, 12th, 14th,
You regain all expended spell slots when you finish a long 16th, and 19th level, you can increase one ability score of
rest. your choice by 2, or you can increase two ability scores of
for example, if you know the 1st-level spell shield and have your choice by 1. As normal, you can't increase an ability
a 1st-level and a 2nd-level spell slot available, you can cast score above 20 using this feature.
shield using either slot.
Spells Known of 1st-Level and Higher Extra Attack
You know 3 1st-level wizard spells of your choice, two of Beginning at 5th level, you can attack twice, instead of once,
which you must choose from the abjuration and evocation whenever you take the Attack action on your turn.
spells on the wizard spell list. The number of attacks increases to two when you reach
5th level, and three when you reach 11th level in this class.

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Draconic Senses When you and your dragon begin to meld minds, you can
choose to strengthen the connection so that your hitpoints
Because of your bond with your dragon, when you reach 9th combine into one large pool, and when the meld ends each of
level your mind meld allows you to share in your dragon's you recieve equal hitpoints. Because of this joining, the health
senses. When your minds are melded together you gain you share is a boon and a curse. Any condition that one of the
blindsight up to 30 feet, and darkvision up to 60 feet. Your bond members is subjected to, the other is afflicted by this
passive perception also matches that of your dragon. condition as well. This ability can be used once per long rest
between the two bond mates.
Draconic Strike
When you reach 14th level, the bond between you and your
dragon has been strengthened significantly. Because of this
Dragon Rider Archetypes
you are granted the ablitily to imbue your weapon with the Different dragon riders choose different approaches to
element relating to the type of dragon with which you are perfecting their bond with their dragon. At 3rd level you focus
Bonded. on a more specific attribute of your bond with your dragon.
The dragon rider archetype you choose to emulate reflects
Draconic Strike your approach.
Dragon Damage Type
Black Acid Dragon Knight
Blue Lightning The dragon knight is a warrior who chooses to strengthen his
bond while riding on and fighting with his dragon in combat.
Brass Fire Dragon and Rider are strong when separated on the
Bronze Lightning battlefield, but when they fight together they are a force to be
reckoned with. A dragon knight prefers to fight upon his
Copper Acid dragon's back, but will fight alongside his dragon when
Gold Fire necessary.
Green Poison
Scalebound
Red Fire As your dragon grows, he or she will shed scales as they
Silver Cold outgrow smaller scales. As a Dragon Knight you gain the
knowledge to craft armor out of your dragon's scales. You
White Cold now gain proficiency with medium armor, and the AC for this
armor is 14 + Dex modifier (Max 2). Your scaled armor also
By concentrating on your bond, you can use a bonus action gives you resistance to the damage type of your dragon's
to imbue the weapon you are wielding with the element breath attack.
corresponding to the type of dragon to which you are bonded.
Enemies struck with your Draconic Strike take an extra 2d8 Bonded Brothers
of elemental damage, and - on a failed Constitution saving When you reach 3rd level, and you choose this archetype,
throw (DC = 8 + Wisdom + Proficiency bonus) - they also fall your bond with your dragon grows and you and your dragon
victim to an effect based on the nature of your strike. begin to share situational awareness on the battlefield. When
Strike Effect you are riding on the back of your dragon in combat, you fight
Dragon Damage Type
as one and protect each other's weaknesses. You and your
dragon are unable to be flanked by your enemies.
Acid AC is reduced by 1 In addition, when your companion is struck by a melee
Lightning Stunned for one round attack, you can use your reaction to add your proficiency
bonus to their AC for the remainder of the round.
Fire Extra 1d6 burning damage
Poison Target becomes poisoned Strength of Dragons
Cold Speed is halved, disadvantage on Dex/Str saving
At 7th level you have such a strong connection to the ancient
throws dragon bloodlines that you feel the strength of dragons
flowing through your veins. You gain an immediate +1 to your
These effects last until your next turn. You can use this AC and you can use your dragon strength to take advantage
ability once per short rest, and your Draconic Strike lasts for on any check using the Strength ability. This ability can be
one minute. used once per short rest, and you gain additional uses at 12th
and 15th level.
United We Stand
When you reach 20th level, the soulbond between dragon and
rider has become nearly perfected and the pair can rely on
each other's strengths, and suffer each other's weaknesses.

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Dragon Charge Frightful Presence
When you reach 10th level, you and your dragon have become At 10th level, as an action, choose one creature that is within
a powerful team on the battlefield. If you and your dragon 15 feet of you and aware of you must succeed on a Wisdom
rush at least 10 feet in a straight line toward an enemy and saving throw equal to 8 + your Charisma modifier + your
one of you uses the attack action, the target takes 1d10 from proficiency bonus or become frightened of you for 1 minute.
that attack, and must succeed on a Strength saving throw or A creature can repeat the saving throw at the end of each of
be knocked prone. The DC for this saving throw equals 10 + its turns, ending the effect on itself on a success. If a
Strength Modifier + proficiency bonus. This ability can be creatures saving throw is successful or the effect ends for it,
used twice per long rest. the creature is immune to your frightful presence for the next
24 hours. You can use your frightful presence once per short
Vengeance rest.
Beginning at 15th level, Whenever your dragon companion is
struck by an attack, you may use a reaction to immediately Breath of the Dragon
attack your dragon's attacker, given that you are within range At 15th level, you can use your action to exhale destructive
and can see the attacker. energy. Your draconic bond determines the size, shape, and
damage type of the exhalation. When you use your breath
Heart of the Ancients weapon, each creature in the area of the exhalation must
Once you reach 18th level, you can draw upon the strength of make a saving throw, the type of which is determined by your
ancient dragon bloodlines. Using an action, you can expend draconic bond. The DC for this saving throw equals 8 + your
up to half of your Hit Dice and add them to your current hit Constitution modifier + your proficiency bonus. A creature
points. Your draconic strike also does double damage for one takes 5d6 damage on a failed save, and half as much damage
minute. You must finish a long rest before you can use Heart on a successful one.
of the Ancients again. These hit dice aren't able to be used After you use Breath of the Dragon, you can't use it again
during the next long rest. until you complete a short or long rest.
Breath of the Dragon
Dragon Kin Dragon Damage Type Breath Weapon
The dragon rider that chooses to focus his bond on a more Black Acid 5 by 30 ft. line (Dex. save)
reflective approach to his dragon is known as a Dragon Kin.
The Dragon Kin focus on using their bond to make Blue Lightning 5 by 30 ft. line (Dex. save)
themselves more like their scaled companion. A Dragon Kin Brass Fire 5 by 30 ft. line (Dex. save)
prefers to fight alongside his dragon as an ally, as well as
upon the dragon's back. Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Dragonskin Gold Fire 15 ft. cone (Dex. Save)
Beginning at 3rd level when you choose this archetype, your
bond with your dragon grants your skin a portion of the Green Poison 15 ft. cone (Con. Save)
strength of a dragon's scales. Your AC when wearing no Red Fire 15 ft. cone (Dex. Save)
armor is 10 + your Dexterity modifier + your Constitution
modifier. At 8th level Your Dragonskin also gives you Silver Cold 15 ft. cone (Con. Save)
resistance to the damage type of your dragon's breath attack. White Cold 15 ft. cone (Con. Save)

Ancient Knowledge Draconic Form


Upon reaching 3rd level you feel the Wisdom of ancient Upon reaching 18th level, you can assume the form of a
dragons calling to you. Once per short rest you can draw dragon for a short time. While you concentrate, you become
upon the ancient knowledge of dragons past to gain like a dragon with the following abilities. Your unarmed
advantage on any intelligence check. damage becomes 2d12 and you can imbue your claws with
draconic strike's abilities.
Draconic Reflexes In addition, you now have a roaring ability. When you roar,
At 7th level, your bond with your dragon has grown, and you enemies within 30 feet of you must succeed on a Constitution
can feel your speed and reflexes being enhanced by the saving throw or become frightened of you for the rest of the
dragon blood in your veins. You gain +10 to your speed when round. The enemies can do nothing on their turn except try to
you are not wearing armor, and you can use an action to draw move as far away from you as possible. You can also use your
upon this speed to have advantage on any check using the dragon breath one more time in addition to your Breath of
Dexterity ability. This ability can be used as many times as the Dragon ability. You also gain a flying speed of 30 feet.
1/3 of your dragon rider level. All expended uses are regained
after a long rest.

PART 1 | Dragon Rider


6
Dragons

T
rue dragons are winged reptiles of ancient
lineage and fearsome power. They are known
and feared for their predatory cunning and Dragon
greed, with the oldest dragons accounted as Level Proficiency Bonus Features
some of the most powerful creatures in the
world. Dragons are also magical creatures 1st +2 Breath Weapon
whose innate power fuels their dreaded breath 2nd +2 —
weapons and other preternatural abilities. These abilities
present themselves as the dragon ages and grows stronger. 3rd +2 Dragon Type Ability
Dragons become large enough to ride at 6 years old, keep that 4th +2 Ability Score Improvement
in mind when creating your character. 5th +3 Extra Attack
Colorful Predators 6th +3 —
There are two main types of dragons, chromatic and metallic. 7th +3 Dragon Type Ability
The chromatic dragons are black, blue, green, red and white. 8th +3 Ability Score Improvement
The metallic dragons are brass, bronze, gold, and silver. Each 9th +4 Draconic Senses
different colored dragon has different abilities and traits.
A dragon's color determines their breath ability as well as 10th +4 Growth
other abilities that they recieve as they gain higher levels. In 11th +4 Extra Attack
addition to the various abilities dragons recieve, their color
also determines the location where the dragon makes its lair, 12th +4 Ability Score Improvement
and the possible location of an egg. 13th +5 Frightful Presence
14th +5 —
Bonded Morality
15th +5 Dragon Type Ability
Typically a dragon's alignment is learned from the behavior of
other dragons of the same type, however when a dragon and 16th +5 Ability Score Improvement
rider bond, they grow together and share experiences that 17th +6 —
help to develop their alignment together. Very often a dragon 18th +6 Dragon Type Ability
and rider will share the same alignment, or they will have a
very similar alignment to each other. 19th +6 Ability Score Improvement
20th +6 United We Stand
Class Features
As a dragon, you gain the following class features
Hit Points Age. Dragons grow fairly quickly and are able to walk within
Hit Dice: 1d12 per dragon level a short time after hatching. And most dragons are large
Hit Points at 1st Level: 12 + your Constituion modifier enough to be ridden by the age of six. Dragon and rider begin
Hit Points at Higher Levels: 1d12 (or 7) + your Constituion flying together at a young age, until it is almost second
modifier per dragon level after 1st nature.
Proficiencies Alignment. A dragon's alignment can be anything from
Armor: Scales (16) Lawful Good to Chaotic Evil; however, a dragon's alignment is
Weapons: Teeth (1d10), Claws (2d6), Tail (1d8) almost always the same as their bonded rider. It is incredibly
difficult for two beings with bonded souls to have a big
Saving Throws: Constitution, Dexerity difference in morality.
Skills: Choose two from Acrobatics, Athletics, Arcana, Size A dragon of age 6-100 years has a size of Large. If
Nature, Perception your dragon is older than that it would be considered Huge.
Consult your DM if your dragon's age exceeds 100 years.
Dragon Traits Speed Your base walking speed is 30 feet. Your base flying
speed is 45 feet.
As a dragon, you gain the following traits that hold true Breath Weapon.
among dragons of all colors. You can use your action to exhale destructive energy. Your
Ability Scores. Your Dragon's Ability Scores will be draconic bond determines the size, shape, and damage type
chosen using the same method used for other players. of the exhalation.
Additionally, dragons gain a +2 to Stregnth and a +1 to
Dexterity.

PART 2 | Dragons
7
When you use your breath weapon, each creature in the area Preferred Terrain
of the exhalation must make a saving throw, the type of which
is determined by your draconic bond. The DC for this saving Different dragons have different favored terrains. When you
throw equals 8 + your Constitution modifier + your make an Intelligence or Wisdom check related to your
proficiency bonus. A creature takes 2d6 damage on a failed favored terrain, your proficiency bonus is doubled if you are
save, and half as much damage on a successful one. using a skill that you're proficient in.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, While traveling for an hour or more in your favored terrain,
and 5d6 at 16th level. you gain the following benefits:
After you use Breath of the Dragon, you can't use it again Difficult terrain doesn't slow your group's travel.
until you complete a short or long rest. Your group can't become lost except by magical means.
Breath Weapon Even when you are engaged in another activity while
Dragon Damage Type Breath Weapon
traveling (such as foraging, navigating or tracking), you
remain alert to danger.
Black Acid 5 by 30 ft. line (Dex. save) If you are traveling alone, you can move stealthily at a
Blue Lightning 5 by 30 ft. line (Dex. save) normal pace.
Brass Fire 5 by 30 ft. line (Dex. save) Draconic Senses
Bronze Lightning 5 by 30 ft. line (Dex. save) At 9th level, your draconic senses are honed to make you the
Copper Acid 5 by 30 ft. line (Dex. save) ultimate predator. While you are concentrating, you gain
blindsight out to 60 feet, darkvision out to 120 feet, and your
Gold Fire 15 ft. cone (Dex. Save) Passive Perception becomes 16. Losing concentration causes
Green Poison 15 ft. cone (Con. Save) you to lose these effects.
Red Fire 15 ft. cone (Dex. Save)
Growth
Silver Cold 15 ft. cone (Con. Save)
By 10th level you have significantly grown, doubling the
White Cold 15 ft. cone (Con. Save) damage that you deal with your teeth (now 2d10), claws (now
4d6) and tail (now 2d8). Additionally, your movement speed
Damage Resistance. You have immunity to the damage increases to 40, and your flying spead increases to 60. Your
type associated with your breath weapon. armor class also increases to 18.
Languages. You can speak, read, and understand Common
and Draconic. Draconic is thought to be one of the oldest Frightful Presence
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and includes At 13th level, creatures that are within 30 feet of you and
numerous hard consonants and sibilants. aware of you must succeed on a Wisdom saving throw equal
to 8 + your Charisma modifier + your proficiency bonus or
become frightened of you for 1 minute. A creature can repeat
Dragons as Innate Spellcasters the saving throw at the end of each of its turns, ending the
Dragons are innately magical creatures that can effect on itself on a success. If a creature's saving throw is
master a few spells as they age. successful or the effect ends for it, the creature is immune to
A young or older dragon can innately cast a your frightful presence for the next 24 hours.
number of spells equal to its Charisma modifier. As you become older and larger, your frightful presence
Each spell can be cast once per day, requiring no becomes more powerful. A wyrmling cannot cast this feature,
material components, and the spell's level can be but a young dragon can use frightful presence on one target.
no higher than one-third the dragon's challenge An adult dragon can cast this ability on any target within 90
rating (rounded down). The dragon's bonus to hit
with the spell attacks is equal to its proficiency
feet; and an ancient dragon can cast this ability on any target
bonus + its Charisma bonus. The dragon's spell
within 120 feet. (This rule applies differently than dragons
save DC equals 8 + its proficiency bonus + its found in the Monster Manual.)
Charisma modifier.
United We Stand
When you reach 20th level, the soulbond between dragon and
Lair Seekers rider has become nearly perfected that the pair can rely on
each other's strengths, and suffer each other's weaknesses.
Each different type of dragon prefers a different type of lair. When you and your dragon begin to meld minds, you can
While many dragons are content to live where their rider choose to strengthen the connection so that your health
lives, oftentimes they are much more comfortable finding a combines into one large health pool, and when the meld ends
lair in which they can live and store their treasures. Ask your each of you recieve equal hitpoints. Because of this joining,
DM for the different types of lairs for your dragon's type. the health you share is a boon and a curse. Any condition that
one of the bond members is subjected to, the other is afflicted
by this condition as well. This ability can be used once per
long rest between the two bond mates.

PART 2 | Dragons
8
Inner Eyelid
Black Dragons As a blue dragon, your type of dragon lives much of it's life in
Black dragons can typically be found in a swamp or the deserts, with strong winds blowing fine sand all around.
crumbling ruins, and they tend to shy away from civilization. Your type has developed inner eyelids to prevent blindness in
Black dragons are lonesome creatures, avoiding other the desert. When you reach 3rd level you can share this with
dragons that are stronger than them. your dragon rider. You are immune to blindness, except by
When it hatches, a black dragon has glossy black scales. As magical means, and your dragon rider has resistance to
it ages, its scales become thicker and duller, helping it blend blindness, except by magical means.
in to the marshes and blasted ruins that are its home.
Discharge
Preferred Terrain As a blue dragon, your scales build up a charge of static
Swampland. (refer to Preferred Terrain section listed above) electricity. Beginning at 7th level, when an enemy strikes you,
your static electricity discharges and has a chance to stun
Amphibious them. The creature must make a Constitution saving throw.
Black dragons hatch with the natural ability to breath The DC for this saving throw equals 8 + your Wisdom
underwater. Beginning at 3rd level, this ability can be shared modifier + your proficiency bonus. On a failed save, the
from dragon to rider. You also give advantage on stealth attacker is stunned for 1 round. You must finish a short rest
checks to your party when you are in a swamp. for your charge to build up again.
Cleansing Blood Sand Storm
Because of the time your type of dragon has spent in When you reach 15th level, you gain the ability to create a
swamplands, you have developed blood that cleanses your powerful sandstorm with your wings and your innate magical
body of toxins. When you reach 7th level, you and your rider ability. You can concentrate to form a sandstorm that hurts
have resistance to poison damage, and take advantage on and blinds your enemies. As long as you maintain your
Constitution saving throws relating to poison. concentration, a sandstorm rages in a circle around you with
a radius of 15 feet. There must be dirt or sand for you to use
Escape Artist this ability. A creature within the sandstorm takes 1d6 of
As a black dragon, you typically avoid larger dragons and damage for each turn they end in the sandstorm.
creatures that are stronger than you. Because of this, when
you reach 15th level, your innate spellcasting allows you to Chain Lightning
cast darkness with no restrictions, a number of times up to When you reach 18th level, you can use your horn to direct a
1/5 of your dragon level. You regain all uses of this feature lightning storm. This lightning storm arcs between 5 targets
after finishing a long rest. of your choice. Each target takes 6d6 lightning damage and is
stunned for one round. You must finish a long rest before you
Fight for your Life can use Chain Lightning again.
When a black dragon is near death, it recieves a second wind
as an attempt to escape or continue fighting to finish it's prey. Green Dragon
When you reach 18th level you can use your second wind and
immediately use up to half of your hit dice. You must wait Green dragons are most often found in forests and jungles
until you take a long rest to restore these hit dice, and you around the world. Most green dragons are best when fighting
may not use these hit dice during this rest. on the ground, but are capable in aerial combat as well.
A newly hatched green dragon has scales so dark they are
nearly black, but as it ages these scales become harder and
Blue Dragons lighter.
Blue dragons call the desert their home, finding comfort in
the shifting sands. Blue dragons are brilliant tacticians, Preferred Terrain
waiting out their enemies and prey to find the perfect Forest. (refer to the Preferred Terrain section listed above)
opportunity for attack.
A blue dragon's scales range from an iridescent azure to a Silver Tongue
deep indigo, polished by the sand in which they live. As the The green dragon is a master manipulator, using it's silver
dragon ages, its scales become thicker and harder, and its tongue to gain treasures, earn favors, and influence those
hide hums and crackles with static electricity. around them. At 3rd level, you share this ability with your
rider. You and your rider have advantage on Persuasion
Preferred Terrain attempts when you are melding minds.
Desert. (refer to the Preferred Terrain section listed above)

PART 2 | Dragons
9
Natural Camouflage A failed saving throw causes the creature to be pushed
At 7th level, you and your rider have grown a significant bond, backwards and be knocked prone, taking 1d8 per 10 feet that
and because of this your dragon rider understands fully the they are thrown. You may use this gust at anytime, so long as
ways in which dragons of your type naturally camouflage you maintain concentration and you may make no other
themselves. When you are in your preferred terrain, you, your actions but to beat your wings.
rider, and your other companions gain advantage on stealth
checks. Earthquake
At 18th level, you have mastered the ground on which you
Intimidation walk. Once per long rest, you may create an earthquake with
When you reach 15th level, you have become a hulking beast your feet and the magics within you. This earthquake deals
that men fear. When you or your rider kill an enemy and there 5d10 damage and causes anyone within it's radius to be
are other creatures around, each of these creatures must knocked prone on a failed Dexterity saving throw. The DC for
make a Constitution saving throw with a DC equal to 8 + your this saving throw is 8 + your Strength modifier + your
Charisma score + your proficiency bonus. On a failed save the proficiency bonus.
creature becomes terrified of you.
Patience
White Dragon
A green dragon is patient. By 18th level you have probably White dragons prefer to call the cold tundra their home,
made enemies. At this level your patience is a virtue. An living deep in the snowy wastelands and high in the frigid
enemy that you have previously fought but not killed will find mountains.
that you are it's worst nightmare. When you fight an enemy White dragon hatchlings have pure white scales, but as
that you have previously fought and not killed, you deal an they age many of these scales darken to pale blues and cold
addition 2d10 to that creature on all combat rolls. You may grays to help blend with the snow and ice better. Typical
also sacrifice your turn for one round to learn a weakness of white dragons are the least intelligent of the dragon types, but
that enemy that you can share with your party. bonded white dragons are granted a much higher intelligence
than other white dragons.
Red Dragon Preferred Terrain
Red dragons find their homes in the mountains and or caves Arctic. (refer to the Preferred Terrain section listed above)
all throughout the world. They prefer the heat, and love to live
near volcanoes or deep dwarven mines. Ice Walk
The scales of a red dragon are a bright glossy scarlet, Because of your heritage, you can move across and climb icy
turning a dull deeper red and becoming as thick and as surfaces without needing to make an ability check.
strong as metal as the dragon ages. Additionally, difficult terrain composed of ice or snow doesn't
cost extra movement. At 3rd level, this ability is shared with
Preferred Terrain your rider.
Mountains. (refer to the Preferred Terrain section listed
above) Flash Freeze
As long as there is water present, at 7th level, as long as you
Scorched Scales maintain concentration, you can freeze an amount of water
A red dragon's fire burns deep in his belly, and this heat that fills the space of three cubic feet, or around 22 gallons
radiates outward causing your scales to be very hot. At 3rd (83 liters).
level, a creature that touches you or your scales is burned for
1d8 of damage. Your rider is immune to this effect, and any of Blizzard
your other companions can be granted immunity through a When you reach 15th level, you gain the ability to create a
spell. powerful blizzard with your wings and your innate magical
ability. You can concentrate to form a blizzard that blinds and
Aerial Ace slows your enemies. As long as you maintain your
Red dragons have the longest wings of any type of dragon. concentration, a blizzard rages in a circle around you with a
Because of this they are excellent fliers. At 7th level, you gain radius of 15 feet. Enemies within this blizzard have their
an additional +10 to your flying speed. This allows you many speed cut in half, and have disadvantage on ability checks and
advantages in aerial combat as you can climb to higher saving throws using the Dexterity ability. You must have snow
altitudes more quickly than other dragons. or water nearby to use this ability.
Wing Attack Ice Form
When you reach 15th level, your wings have grown a At 18th level, you may use your cold magics to freeze a
considerable size. You can beat your wings to create a gust of creature solid. The creature must make a Constitution saving
wind in one direction for up to 40 feet. Any creature caught in throw against a DC eqaul to 8 + your Wisdom modifier + your
this gust must succeed on a Strength saving throw with a DC proficiency bonus. On a failed save they are frozen solid. Each
of 8 + your Strength modifier + your proficiency bonus. turn they can attempt the saving throw again, at
disadvantage. Magical fire cast on the ice causes the creature
to be thawed. ICe form can be used once per long rest.

PART 2 | Dragons
10
Preferred Terrain
Brass Dragon Ocean, Coast. (refer to the Preferred Terrain section listed
Brass dragons can typically be found in deserts, more often above)
than not in ruins or canyons, but occasionally in a cave
system. Brass dragons crave conversation, and gathers Amphibious
information from many creatures throughout it's life. Bronze dragons hatch with the natural ability to breath
A brass dragon wyrmling's scales are a dull, mottled brown. underwater. Beginning at 3rd level, this ability can be shared
As it ages, the dragon's scales begin to shine, eventually from dragon to rider. You also give advantage on stealth
taking on a warm, burnished luster. checks to your party when you are underwater.
Preferred Terrain Change Shape
Desert. (refer to the Preferred Terrain section listed above) At 7th level you can magically polymorph into a humanoid or
beast that has a challenge rating no higher than your own, or
Interrogator back into your true form. You revert to your true form if you
A brass dragon speaks to all those around it and learns as die. Any equipment you are wearing or carrying is absorbed
much useful information as it can. When you reach 3rd level, or borne by the new form (your choice)
you and your rider take advantage on checks using the In the new form, you retain your alignment, hit points, Hit
Insight skill when speaking with someone. Dice, ability to speak, proficiencies, Intelligence, Wisdom,
and Charisma scores, as well as this action. Your statistics
Change Shape and capabilities are otherwise replaced by those of the new
At 7th level you can magically polymorph into a humanoid or form. You may only do this action once per long rest, except
beast that has a challenge rating no higher than your own, or to return to your true form.
back into your true form. You revert to your true form if you
die. Any equipment you are wearing or carrying is absorbed Thunderclap
or borne by the new form (your choice) Once you reach 15th level, you can use your action to form a
In the new form, you retain your alignment, hit points, Hit thunderclap at a point you can see within 120 feet of you.
Dice, ability to speak, proficiencies, Intelligence, Wisdom, Each creature within a 20-foot radius centered on that point
and Charisma scores, as well as this action. Your statistics must make a Constitution saving throw against a DC equal to
and capabilities are otherwise replaced by those of the new 8 + your Wisdom modifier + your proficiency bonus. On a
form. You may only do this action once per long rest, except failed save creatures take 3d10 thunder damage and are
to return to your true form. deafened until the end of its next turn. This ability can only be
used once per long rest
Sandstorm
When you reach 15th level, you gain the ability to create a Repulsion Breath
powerful sandstorm with your wings and your innate magical At 18th level, you exhale repulsion energy in a 30-foot cone.
ability. You can concentrate to form a sandstorm that hurts Each creature in that are must succeed on a Strenth saving
and blinds your enemies. As long as you maintain your throw with a DC of 8 + your Wisdom modifier + your
concentration, a sandstorm rages in a circle around you with proficiency bonus. Otherwise the creature is pushed 60 feet
a radius of 15 feet. There must be dirt or sand for you to use away from you. You can use this ability once per long rest.
this ability. A creature within the sandstorm takes 1d6 of
damage for each turn they end in the sandstorm. Copper Dragon
Sleep Breath Copper dragons are incorrigible praksters, joke tellers, and
At 18th level you can exhale a sleep gas in a 60-foot cone. riddlers that live in hills and rocky uplands.
Each creature in that area must succed on a Dexterity saving At birth, a copper dragon's scales are a ruddy brown with a
throw with a DC equal to 8 + your Wisdom modifier + your metallic tint. As the dragon ages its scales become more
proficiency bonus. On a failed save the creature falls asleep coppery in color, later taking on a green tint as it ages.
for 10 minutes. This effect ends for a creature if the creature
takes damage or someone uses an action to wake it. Your Preferred Terrain
sleep breath can only be used once per long rest Hills. (refer to the Preferred Terrain section listed above)
Joker
Bronze Dragon A copper dragon is a natural joker and can almost always get
Bronze dragons are coastal dwellers that feed primarily on someone to laugh. At 3rd level, you take advantage on
aquatic plants and fish. They take the forms of friendly Charisma checks that include some kind of joke. Your rider
animals to observe other creatures of interest. also gains this ability.
A bronze wyrmling's scales are yellow tinged with green;
only as the dragon approaches adulthood does its color
deepen to a darker, rich bronze tone.

PART 2 | Dragons
11
Change Shape You revert to your true form if you die. Any equipment you are
At 7th level you can magically polymorph into a humanoid or wearing or carrying is absorbed or borne by the new form
beast that has a challenge rating no higher than your own, or (your choice)In the new form, you retain your alignment, hit
back into your true form. You revert to your true form if you points, Hit Dice, ability to speak, proficiencies, Intelligence,
die. Any equipment you are wearing or carrying is absorbed Wisdom, and Charisma scores, as well as this action. Your
or borne by the new form (your choice) statistics and capabilities are otherwise replaced by those of
In the new form, you retain your alignment, hit points, Hit the new form. You may only do this action once per long rest,
Dice, ability to speak, proficiencies, Intelligence, Wisdom, except to return to your true form.
and Charisma scores, as well as this action. Your statistics
and capabilities are otherwise replaced by those of the new Clairvoyance
form. You may only do this action once per long rest, except When you reach 15th level, you can use your action to
to return to your true form. glimpse into the future. You can share this knowledge with
your rider and you take advantage on all attack rolls, ability
Broken Earth checks, and saving throws until the end of your turn.
At 15th level, you may use an action to choose a point within This ability can be used once per long rest.
120 feet of you. Stone spikes sprout from the ground in a 20-
foot radius centered on that point. The effect is otherwise Weakening Breath
identical to the spike growth spell and lasts until you use your Beginning at 18th level, you may use your action to exhale gas
action to end the effect. in a 90-foot cone. Each creature in that area must succeed on
a Strength saving throw with a DC of 8 + your Wisdom
Slowing Breath modifier + your proficiency bonus. On a failed save, the
When you reach 18th level, you can exhale gas in a 60-foot creature has disadvantage on Strength based attack rolls,
cone. Each creature in that area must succeed on a Strength checks, and Strength saving throws for 1 minute. A
Constitution saving throw with a DC of 8 + your Wisdom creature can repeat the saving throw at the end of each of its
modifier + your proficiency bonus. On a failed save, the turns, ending the effect on itself on a success.
creature can't use reactions, its speed is halved, and it can't
make more than one attack on its turn. In addition, the Silver Dragon
creature can use either an action or a bonus action on its
turn, but not both. These effects last for 1 minute. The The friendliest and most social of the dragons, a silver dragon
creature can repeat the saving throw at the end of each of its makes its home high in the frosty mountains where the
turns, ending the effect on itself with a successful one. clouds surround it.
A silver dragon wyrmling's scales are blue-gray with silver
highlights. As the dragon approaches adulthood, its color
Gold Dragon gradually brightens until its individual scales are barely
Gold dragons make their homes in out-of-the-way places, visible. As the silver dragon grows older, its pupils fade until
where they can do as they please without arousing suspicion its eyes resemble orbs of mercury.
or fear.
A gold dragon wyrmling has scales of dark yellow with Preferred Terrain
metallic flecks. Those flecks grow larger as the dragon Cold mountain peaks. (refer to the Preferred Terrain section
matures. As a gold dragon ages, its pupils fade until its eyes listed above)
resemble pools of molten gold.
Fog
Preffered Terrain At 3rd level you create a fog wall as if it had been cast
Lakes, River, Islands. (refer to the Preferred Terrain section through the fog cloud spell. The fog lasts for 30 seconds
listed above) unless it is dispersed through magical means. This ability can
be used once per long rest.
Devourer of Wealth
Gold dragons can eat just about anything, but their preferred Change Shape
diet consists of pearls and gems. Thankfully a gold dragon At 7th level you can magically polymorph into a humanoid or
doesn't need to gorge on itself on such wealth to feel satisfied. beast that has a challenge rating no higher than your own, or
Gifts of treasure that it can consume are well recieved by a back into your true form. You revert to your true form if you
gold dragon, as long as the aren't bribes. At 3rd level, a rider die. Any equipment you are wearing or carrying is absorbed
can share in his dragon's sustenance, and the dragon doesn't or borne by the new form (your choice)
need much more than 1d100 gold pieces in a week to feel In the new form, you retain your alignment, hit points, Hit
satisfied, as long as it is given as a gift. Dice, ability to speak, proficiencies, Intelligence, Wisdom,
and Charisma scores, as well as this action. Your statistics
Change Shape and capabilities are otherwise replaced by those of the new
At 7th level you can magically polymorph into a humanoid or form. You may only do this action once per long rest, except
beast that has a challenge rating no higher than your own, or to return to your true form.
back into your true form.

PART 2 | Dragons
12
Cold Wind
When you reach 15th level, your wings have grown a
considerable size. You can beat your wings to create a gust of
wind in one direction for up to 30 feet. Any creature caught in
this gust must succeed on a Strength saving throw with a DC
of 8 + your Strength modifier + your proficiency bonus.
A failed saving throw causes the creature to be pushed
backwards and be knocked prone, taking 1d8 per 10 feet that
they are thrown and an additional 1d8 of cold damage. You
may use this gust at anytime, so long as you maintain
concentration and you may make no other actions but to beat
your wings. This wind blows out unprotected fires, and
covered fires have a 50% chance of being put out.
Paralyzing Breath
At 18th level the dragon exhales a paralyzing gas in a 60-foot
cone. Each creature in that area must succeed on a
Constitution saving throw with a DC of 8 + your Wisdom
modifier + your proficiency bonus. On a failed save, a
creature is paralyzed 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.

PART 2 | Dragons
13

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