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Introduction

W
ithin the following pages are the necessary Metallic dragons can get along well with others and make
tools to create and use Dragon PC's in good player characters. Chromatic dragons are almost
Dungeons & Dragons 5e. While there are too universally evil; their greed and malice outmatched only by
many possibilities to hope to cover them all, the foulest of fiends. These are the fearsome villains that
the following is an outline of the major pitfalls terrorize the countryside, slaying for sport and seizing
and opportunities for both PC's and DM's whatever treasures they find.
when using dragon PC's.
And yet, there are exceptions; occasionally a chromatic
dragon may turn towards the path of good. Some may have a
Dragons bit of metallic blood in their ancestry, others perhaps had a
Every culture has its own mythology of dragons — terrifying life altering experience in their youth, or even a religious
serpentine monsters that trigger some of humankind’s oldest conversion. These chromatic dragons face a constant
and most primitive fears. In modern tales dragons are also struggle against both their own dark nature and the rightfully-
keenly intelligent, long-lived, and magical. They lead lesser placed prejudice of humanoids everywhere. Such a dragon
monsters, breathe elemental destruction upon those who would be wise to join a band of adventurers.
displease them, and even demand sacrifices from mere
mortals. DM's and PC's should talk about dragons in the
setting you will be playing in before allowing the
These are the traits of power, in all its forms. Even the Wyrmling race and Dragon class. Will dragons be
dragon’s hoarding of wealth is a representation of a form of set on by arrows and pitchforks on sight or will a
power. From a human perspective, dragons are the pinnacle dragon PC be able to speak to wary townsfolk and
of evolution and the supreme creatures on the material plane. villagers similar to a Dragonborne or Teifling? Are
the metallic dragons looked upon as benevolent
Dragons agree with this assessment. guardians or as fearsome beasts that need to be
driven off?
Draconic adventures
Myriad dragons inhabit the world, from the lung dragons of
the Far East to the dragon turtles of the vast oceans. But ten Legends and Lairs
species in particular stand out: the so-called “true dragons.”
The benevolent metallic dragons see themselves as stewards Dragons are typically monsters, residing in well guarded
or shepherds, using their might to protect and enlighten lairs, waiting for the PCs to come and slay them for treasure.
lower creatures. Many are curious about humanoids and fond Yet, there are plenty of tales of dragons taking an active role
of traveling, and they are more likely to take a direct interest in the wider world, becoming adventurers themselves. A
in the magical arts. Despite their kindhearted nature, they are silver dragon might assume the form of a wood elf to aid in a
still dragons, proud and miserly. war against a group of evil dragons. A young gold dragon may
travel the world in the guise of an old man, meting out justice.
A green dragon may be an agent for a local thieves’ guild —
hoping in time to assume control of the whole operation.

Introduction
1
Creating A Dragon Character Powerful Benefits
The biggest question when creating a Dragon player Spell-Like and Physical Attacks. A dragon’s breath weapon
character is: why is a dragon accompanying a bunch of resembles an area-effect spell and by itself is no better than
humanoids on their adventures? Are you seeking to build up what low-level spell casters have available. Likewise, the
your treasure hoard, trying to follow your ideals, or just dragon’s natural weapons and armor at higher levels are
curious about the world? roughly the equivalent to those of a fighter. However, put the
two together, and add abilities like Frightful Presence, and
Starting dragon PCs are young dragons, between one and you have a PC who can hold the line like a fighter and also
five years old. The hatchling background supposes that your wipe out crowds of minions like a spell caster. Plus there’s
dragon was raised by humanoids, or has at least spent just something awesome about dragons.
substantial time around them, so you’re familiar with their
languages and customs. Even if they were mathematically underpowered, some
players would still choose to play them, and many players and
Your choice of dragon species also determines many things NPCs would pay closer attention to what a dragon does than
about your character’s personality - or at least, determines they would an ordinary PC. So can you integrate a dragon PC
what other people will think. A metallic dragon may find into a gaming group without stepping on everybody’s toes? As
themselves beseeched by the weak and helpless wherever long as you keep these potential issues in mind, and make
they go, with expectations of aid and heroism. Chromatic sure all the PCs have ample time to shine players both
dragons are mostly evil in nature. Evil characters usually standard and dragon should be able to each have their role
don’t make good PCs because their selfishness can cause and have fun.
conflict between party members. A good or neutral chromatic
dragon will still face fear, mistrust, or even outright hostility
from otherwise-civilized people, until they have proven
themselves virtuous.

Introduction
2
Chapter 1: Race
Non-Humanoid You are affected by abilities that affect
Hatchling dragons. You are not affected by abilities that affect
humanoids and not dragons.
Dragon Names Your claws, cause you to have disadvantage with tools and
Dragons have personal names in the Draconic language, weapons made for humanoids that you are not proficient
given by their parents at birth or selected by themselves. with.
Dragons don’t put much emphasis on gender, so the same Thematically your DM may decide to have you use barding
names are used by both male and female dragons. In instead of armor (PHB 155).
addition, most dragons adopt an epithet — a grandiose
nickname in the common tongue, which is easier for lesser The Non-Humanoid racial feature and natural
creatures to understand and remember. weapons and armor means loot won't be as useful
for dragon characters. See the Lair rules to help
Draconic Names: mitigate this. Increased Size and Flight from the
Vuthavyth, Valeijgix, Svaergithaustrat, Aussirloex, Dragon Class and Sub Classes can complicate
Haurachmajak, Ixenloreat, Molikethend, Thraethurkear, adventures. Please be aware before allowing the
Ocuirisk, Gixustraterenesj, Dartakepesk, Caexoth. Dragon Class.

Common Epithets:
Blacksteel, Bloodtalon, Bravewing, Deathfrost, Fatebringer,
Flamingdeath, Gemscale, Nightwind, Starseer, Stoneripper, Subtype You choose a subtype from the list below. Your
Stormwrath, Swordtooth. Dragon Breath, Resistance, subtype features, and Dragon
class abilities are determined by the subtype you choose.
Backgrounds: The race is designed to be used with Subtype Element Feature
the Hatched background. Black Acid Amphibious
Blue Lightning Burrow
Brass Fire Burrow
Hatchling Traits Bronze Lightning Amphibious
Ability Score Increase Your Strength and Charisma scores Copper Acid +1 INT
increase by 1. Gold Fire Amphibious
Age The lifecycle of a dragon has a magical component. You Green Poison Amphibious
are a dragon wyrmling less than five years old. You will not
increase in size unless you take the Dragon class regardless Red Fire +1 STR
of age. A dragon’s natural lifespan is around 1200 years Silver Cold +1 CHA
although some live much longer. White Cold +1 CON
Alignment Dragons tend to the extremes of alignment based
on their subtype. You are not typical of your race and may
choose any alignment. Amphibious gives you a swim speed equal to your
base movement speed and you may breathe both
Size Your body is about 3ft long with a 3ft neck and 4ft tail. air and water.
You weigh around 70lbs. Your size is small. Burrow gives you a burrow speed (MM 8) equal to
half of your base movement speed rounded down
Speed Your base walking speed is 25 feet. to the nearest 5ft (10ft burrow speed for a base
walking speed of 25ft).
Bite You are proficient with your bite. It is a natural melee
weapon that deals 1d6 piercing damage.
Dragon Sight: Thanks to your draconic heritage, you have Dragon Breath You have a breath weapon. As an action you
superior vision in dark and dim conditions. You can see dim may exhale a 5ft wide and 15ft long stream that deals a
light within 60ft as if it were bright light, and in darkness as if number of d6 damage of your Element equal to your
it were dim light. You can't discern color in darkness, only proficiency modifier (2d6 at lv 1). Enemies caught in the
shades of grey. stream may make a DC (8 + Prof + CON) DEX save for half
damage on success or full damage on failure. This ability
Dragon Hide You have resistance to the damage type recharges after a short or long rest.
associated with your subtype.
Languages You can speak, read, and write Common and
Lair See Chapter 5 Page 11. Draconic

Chapter 1 | Race
3
Chapter 2: Class
Dragon Innate Magic
Dragons are inherently magical creatures.
Creating A Dragon
These rules allow players to build dragons as player Draconic Spell Slots
characters. Unlike other races, dragons are so powerful that At 1st level you gain spell slots that power many of your
their abilities are spread out over the course of 20 levels — Dragon class abilities. You gain Draconic Spell Slots using
being a dragon is both a race and a class. To create 1st level your Dragon levels according to the rules for pact magic spell
Dragon character, take the Hatchling racial traits, the slots (PHB 107). This does not give you the spellcasting class
hatched background, and one level of the Dragon class. feature but does stack with warlock levels for the purpose of
spell slots when multiclassing.
Magical Furnace
Draconic heritage At first level you may expend a spell slot instead of a charge
Dragonborn characters could take the Dragon class of your breath weapon. When you do so you may add one
with DM approval using the following
modifications. Their breath weapon changes to the
additional damage die per level of spell slot expended (Prof +
Hatchling breath and they gain both the Bite and
Spell Slot level) d6.
non-humanoid Hatchling features.
Alter Shape
At 1st level you gain the ability to polymorph by using your
action and expending a Draconic Spell Slot. You may either
Quick Build choose the form of a playable race, or choose the form of a
You can make a Dragon quickly by following these beast from the Find Familiar spell list (PHB 240). Regardless
suggestions. First, Strength should be your highest ability of choice your statistics do not change, you gain no new
score, followed by Constitution. Second, choose the abilities, and your abilities are limited by the form chosen.
Hatchling race and Gold subtype. Third, take the hatched This ability lasts until dismissed as an action or you die.
background. Fourth, take your first level in the Dragon class,
selecting the Perception and Persuasion skills. Growth
As you gain levels your movement speed and the damage of
Class Features your natural weapons will increase. If you have a swim,
burrow, or flight speed they will increase according to their
As a Dragon, you gain the following class features. descriptions as your movement speed increases.
Hit Points
Hit Dice: 1d10 per dragon level Natural Melee Weapons
Your Bite, Claw, and Tail attacks are intended to be
Hit Points at 1st Level: 10 + Your Constitution Modifier usable with other feats and abilities that require
weapons within reason. They are "Natural Melee
Hit Points at Higher Levels: 1d10 (or 6) + Your Constitution Weapons" and not unarmed attacks for this reason.
Modifier per dragon level after 1st
Proficiencies
Armor: None Wyrmling
At 1st level you've attained the size of a wyrmling gaining the
Weapons: None following benefits.
Tools: None Medium Size: You become a medium sized creature and
your base movement speed becomes 30.
Saving Throws: Strength, Constitution
Claws: You gain claw attacks. Two natural melee weapons
Skills: Choose 2 from Athletics, Deception, Insight, you are proficient with that have the light and finesse
Intimidation, Nature, Perception, Persuasion, Stealth, and properties. They deal 1d4 slashing damage and increases
Survival damage based on your Dragon level.
Equipment Hardened Scales: When not wearing armor your AC equals
Your choice of a dungeoneer's or Explorer's pack. 10 + your Dexterity modifier + your Constitution modifier.
You can use certain Dragon specific armor and still gain this
benefit.

Chapter 2 | Class
4
The Dragon
Level Proficiency Bonus Features Bite / Claw / Tail Spell Slots Slot Level
1st +2 Innate Magic, Growth (Wyrmling) 1d10 / 1d4 / - 1 1st
2nd +2 Natural Terrain, Multidexterity 1d10 / 1d4 / - 2 1st
3rd +2 Improved Dragon Breath (Expanded), Draconic Archetype 1d10 / 1d4 / - 2 2nd
4th +2 Ability Score Improvement 1d10 / 1d4 / - 2 2nd
5th +3 Growth(Juvenile),Improved Dragon Breath (Enhanced) 1d10 / 1d4 / - 2 3rd
6th +3 Draconic Archetype 1d10 / 1d4 / - 2 3rd
7th +3 Improved Dragon Breath(Amplified) 1d10 / 1d4 / - 2 4th
8th +3 Ability Score Improvement 1d10 / 1d4 / - 2 4th
9th +4 Improved Dragon Breath(Expanded) 1d10 / 1d4 / - 2 5th
10th +4 Ability Score Improvement 1d10 / 1d4 / - 2 5th
11th +4 Draconic Might, Growth (Very Young) 2d6 / 1d6 / 1d8 3 5th
12th +4 Ability Score Improvement 2d6 / 1d6 / 1d8 3 5th
13th +5 Wellspring of Power, Treasure Sense 2d6 / 1d6 / 1d8 3 5th
14th +5 Draconic Archetype 2d6 / 1d6 / 1d8 3 5th
15th +5 Improved Dragon Breath (Enhanced) 2d6 / 1d6 / 1d8 3 5th
16th +5 Ability Score Improvement 2d6 / 1d6 / 1d8 3 5th
17th +6 Growth (Young), Improved Dragon Breath (Expanded) 2d6 / 1d6 / 1d10 4 5th
18th +6 Archetype Feature 2d6 / 1d6 / 1d10 4 5th
19th +6 Ability Score Improvement 2d6 / 1d6 / 1d10 4 5th
20th +6 Growth (Adult) 2d6 / 1d6 / 1d10 4 5th

Juvenile Frightful Presence: When you take the attack action you
At 5th level you grow to the size of a juvenile dragon. may choose a number of creatures, within 60ft, up to your
Charisma modifier (minimum 1). Each chosen creature must
Maw: Your bite attack gains the heavy, reach 10ft, and two make a DC (8+Prof+Cha) WIS save or be frightened for 1
handed properties. minute. A frightened creature may repeat the save to end the
effects at the end of each of its turns. Each creature forced to
Multi-Attack: At 5th level when you take the attack action on make a save is immune to future uses of this ability for 24
your turn with a natural weapon you may make two claw hours. This ability recharges after a short or long rest and
attacks as a bonus action. These claw attacks count as two you may recharge it by expending a Draconic Spell Slot
weapon fighting's off hand attack.
Large Size: You become a Large creature and your base
Very Young movement speed becomes 35.
At 11th level you grow to the size of a Very Young dragon.
Adult
Heightened Senses: Your darkvision increases to 120ft. You At 20th level you grow to the size of an adult dragon.
gain blindsight to 10ft. With blindsight you can sense
creatures, objects, and terrain as long as they aren't hidden Huge Size: You become a huge creature and your base
from your senses of hearing and smell. Sensing this way movement speed becomes 40.
counts as sight for combat, spells, and abilities.
Maturity: The current and maximum value of each of your
Tail: You gain a tail attack. It is a natural melee weapon you ability scores increases by 2 to a maximum of 22.
are proficient with and has the finesse and reach 15ft
properties. It deals 1d8 Bludgeoning damage and its damage Sense Mastery: Your blindsight increases to 60ft.
increases at higher levels
Young
At 17th level you grow to the size of a Young dragon.
Chapter 2 | Class
5
Subtype Feature
Natural Terrain
Black Linger
At 2nd level you've fully adapted to your natural terrain. You
gain immunity to your subtype Element and Green Dragons Blue Arc
gain immunity to the poisoned condition. While in the terrain Brass Ball
of your subtype, difficult terrain from the environment doesn't Bronze Arc
cost extra movement and have advantage on ability checks
related to the terrain. Copper Linger
Subtype Terrain Gold Ball
Black Bog/Swamp Green Poison
Blue Desert Red Ball
Brass Desert Silver Freeze
Bronze Coastal White Freeze
Copper Mountain
Arc: After you use your breath weapon, all enemies within 5ft
Gold Cavern/Underdark of a creature that failed their save also require a save against
Green Forest/Jungle your breath weapon for half damage on failure or no damage
on success. Each creature may only suffer the effects of your
Red Mountain breath weapon once each round.
Silver Mountain
Ball: Instead of your normal breath you may choose a surface
White Arctic/Tundra that you can see within 120ft. The shape of your breath
weapon is now a sphere of 5ft + your Dragon level rounded
Multidexterity down to the nearest five feet centered on the point of impact
At 2nd level when you engage in Two-Weapon Fighting, you (25ft radius sphere at Dragon level 20).
can add your ability modifier to the damage of the second Freeze: Until the start of your next turn the area affected by
Attack. your breath weapon becomes difficult terrain.
Improved Dragon Breath Linger: Until the start of your next turn, each creature that
The fearsome breath of the dragon. Your breath weapon moves through the breath weapons area of effect suffers the
increases in power and can gain new properties as you gain effects of your breath weapon. Each creature may only suffer
levels in the dragon class. the effects of your breath weapon once each round.
Poison: Creatures who fail their save gain the poisoned
Expanded condition. They may repeat the save at the end of each of
At 3rd, 9th, and 17th level the shape of your breath weapon their turns to remove the effect.
improves based on your subtype
Subtype 3rd 9th 17th
At 15th level when you expend a spell slot to use the Magical
Breath ability, you may modify your breath weapon in the
Black 5 by 30ft line 10 by 45ft line 10 by 90ft line following manner. Each creature forced to make a save
Blue 5 by 30ft line 5 by 90ft line 5 by 180ft line against this modification is immune to future uses of this
modification for 24 hours.
Brass 5 by 30ft line 10 by 45ft line 10 by 90ft line
Subtype Feature
Bronze 5 by 30ft line 5 by 90ft line 5 by 180ft line
Black Controlled Breathing
Copper 5 by 30ft line 10 by 45ft line 10 by 90ft line
Blue Controlled Breathing
Gold 20ft cone 30ft cone 45ft cone
Brass Sleep
Green 20ft cone 30ft cone 45ft cone
Bronze Push
Red 20ft cone 30ft cone 45ft cone
Copper Slow
Silver 20ft cone 30ft cone 45ft cone
Gold Weaken
White 20ft cone 30ft cone 45ft cone
Green Controlled Breathing

Enhanced Red Controlled Breathing


At 5th and 15th level your breath weapon gains a feature you Silver Paralyze
may choose to use based on your subtype. At 5th level when White Controlled Breathing
you expend a spell slot to use the Magical Furnace ability you
may modify your breath weapon in the following manner.

Chapter 2 | Class
6
Controlled Breathing: For the next minute you may add 1d6 Wellspring of Power
damage of your Element type to your bite attacks.
At 13th level you gain an additional Draconic Spell Slot that
Sleep: Instead of damage, creatures who fail their save fall functions like your other spell slots except the slots level is
unconscious for 1 minute. Any damage or using an action to determined as follows.
shake them will awaken them. A number of creatures up to
your Charisma modifier (minimum 1) may be affected at Dragon level Slot level
once. Creatures that don't sleep or are immune to exhaustion 13-14 7th
are immune to this ability. 15-16 8th
Push: In addition to the normal effects of the breath all 17+ 9th
creatures who failed their save get pushed back 30ft and are
knocked prone. Otherwise they are pushed back 10ft.
Creatures who ignore damage on a successful save also
ignore the 10ft push.
Slow: In addition to the normal effects of the breath all
creatures who failed their save become slowed as per the
spell (PHB 276), except the maximum number of creatures
affected is equal to your Charisma modifier (minimum 1)
instead of six and you do not need concentration to maintain
the effects.
Weaken: In addition to the normal effects all creature who
failed their save gain the weakened condition for a number of
rounds equal to your Charisma modifier (minimum 1). This
effect is identical to the poisoned condition (PHB 292) but is
not considered a poison. A creature may make a Constitution
save against your breaths save DC at the end of its turn to
remove the effects.
Paralyze: Instead of damage, creatures who fail their save
become paralyzed for 1 minute. A number of creatures you
choose, up to your Charisma modifier (minimum 1), may be
affected at once. A creature may make a Constitution save
against your breaths save DC at the end of each of its turn to
remove the effects.
Amplified
At 7th level when you use your breath weapon and roll the
maximum value for a die you may roll one additional damage
die and add the number to the total. You may add a maximum
number of additional dice equal to your Charisma modifier
(minimum 1).
Draconic Might
At 11th level you may use a bonus action to attempt to
recharge your Dragon Breath. To do so roll a d6 and on a 5 or
6 your breath weapon recharges. You may also recharge your
breath weapon by resting for one minute.
Treasure Sense
At 13th level you can smell and taste the differences between
precious minerals such as ores and gems. You have
advantage on checks related to locating or appraising
precious minerals.

Chapter 2 | Class
7
Fortune
Draconic Archetype At 6th level you may use your reaction when you or an ally
In myths and legends, dragons take on many roles. The three within 30ft makes a saving throw, ability check, or attack roll.
archetypes represent different ways dragons are shown in You roll a d20 and the player may choose to use the results of
myths and legend. At 3rd Level you choose a draconic the original roll or the Fortune roll. You may choose to use
archetype. this ability after the original roll but before results have been
determined. You may use this ability a number of times equal
Land Wyrm to your wisdom modifier (minimum 1) and regain all uses
after a long rest
Wingless giants, Land (Wyrms/Wurms) embody primordial
forces. That hill on the horizon could in reality be a sleeping Deity of Seas and Mountains
green Land Wyrm. They can either be guardians or savage At 14th level you cast the following spells as ritual spells
beasts depending on what kind of Land Wyrm you encounter. based on the terrain you are currently in (if you are in a forest
you have access to the Forest and Any terrain spells). You do
Sleeping Hills not need material components for the spell, Wisdom is your
From 3rd level your HD in the Dragon class increase from spellcasting ability for these spells, and if it doesn't normally
D10 to D12. You gain four maximum HP from this change. have the ritual tag it does for you. You gain no other features
You also gain the following ability. While stationary you gain from this ability.
proficiency in stealth. If you already had proficiency you
double your bonus (Expertise). Terrain Spells
Any Animal Messenger, Control Water
Crush Arctic/Tundra Protection from Energy
At 6th level when you succeed at grappling a creature or
shoving a creature prone, you may deal 1d6 + your Strength Bog/Swamp Water Walk
modifier bludgeoning damage plus 1d6 for each size category Cavern/Underdark Stone Shape
they are smaller than you. Coastal/Water Water Breathing
Powerful Build Desert Hallucinatory Terrain
At 14th level you count as one size larger when determining Forest/Jungle Plant Growth
your carrying capacity, the weight you can push, drag, or lift.
You also count as one size larger than your current size when Mountain Meld Into Stone
using Draconic abilities based on your size.
Harmonize
Swallow At 18th level as an action you restore one spell slot of up to
At 18th level when you successfully grapple a creature at 5th level and restore up to 5 times your Wisdom modifier
least two sizes smaller than you, you may swallow them. (minimum 5) hit points. Any creatures you choose within 30ft
Swallowed creatures have total cover, are blind, and occupy also receive these benefits. You may use this ability once per
your space even when you move. At the start of their turn they long rest.
take 2d6 Bludgeoning damage and 2d6 Acid damage. To
escape they must succeed at a grapple check against you and Psionic Dragon
on success enter the nearest unoccupied space and are no
longer swallowed. You may have only one live swallowed Gem Dragons are the most common of Psionic Dragons.
creature at a time. Using powerful Psionics to delve into and collect the secrets
of the planes.
Lung Dragon
Wings
The Lung Dragon archetype embodies the elemental and At 3rd level your wings grant you a flight speed equal to twice
mystical aspects of dragons. These dragons are often your base movement speed. You may not fly in armor you are
spiritual embodiments of mountains and lakes. Most dragons not proficient in or armor that doesn't accommodate your
in oriental adventures will choose this archetype. wings. Your flight speed is halved in armor that imposes a
disadvantage to stealth.
Flight
At 3rd level you gain a magical flight speed equal to your base Psionic
movement speed and the Hover (PHB 191) ability. At 6th level you gain the spellcasting (Psionic) feature. You
know a number of spells equal to your proficiency modifier
from the following spells known lists based on your subtype
and they require no spell components to cast. Your
spellcasting ability is Intelligence and your save DC is (8 +
Proficiency Bonus + Intelligence Modifier). You may change
your spells known when you level.

Chapter 2 | Class
8
Subtype Spells Known
Tail Sweep
Amethyst Blink, Control Water, Dispel Magic, Freedom of At 14th level when you make a tail attack, a creature that
Movement, Globe of Invulnerability, Protection takes damage must make a (8 + damage dealt) STR save or
from Good and Evil, Sending, Tensor's Floating be knocked prone. If the target fails its save you may use a
Disk, Unseen Servant bonus action to make an additional tail attack against a
Crystal Dancing Lights, Guidance, Command, different target.
Divination, Greater Restoration, Hypnotic
Pattern, Invisibility, Lesser Restoration
Reservoir of Fury
Emerald Mage hand (invisible), Minor Illusion, Detect At 18th level when you roll initiative and have no spell slots
Thoughts, Dispel Magic, Etherialness, you regain one spell slot of up to 5th level.
Invisibility, Major Image, Mirage arcane,
Hallucinatory Terrain, Mislead
Sapphire Alarm, Dissonant Whispers, Hold Monster, Hold
Person, Meld into Stone, Telekenesis, Teleport,
Tensor's Floating Disk
Topaz Antilife Shell, Bane, Control Water, Create or
Destroy Water, Dispel Magic, Fabricate,
Protection from Good and Evil
Other Mage Hand (invisible), Contorl Water, Dispel
magic, Invisibility, Protection from Good and
Evil, Tensor's Floating Disk, Rary's Telepathic
Bond

Improved Alter Shape


At 14th level your Alter Shape is improved into the following.
You gain the ability to polymorph by using a bonus action.
You may either reduce your size to a minimum of small, or
polymorph into a creature you choose of equal or smaller
size. Regardless of choice your statistics do not change, you
gain no new abilities, and your abilities are limited by the
form chosen. This ability lasts until dismissed as a bonus
action or you die.
Psychic Step
At 18th level as a bonus action you may magically teleport to
an unoccupied space you can see within 60ft. Additionally
Plane Shift is added to your known spells list and requires no
spell components to cast.
True Dragon
This archetype is the prototypical dragon in the Monster
Manual. The evil red dragon setting fire to a village is likely
this type of Dragon.
Wings
At 3rd level your wings grant you a flight speed equal to twice
your base movement speed. You may not fly in armor you are
not proficient in or armor that doesn't accommodate your
wings. Your flight speed is halved in armor that imposes a
disadvantage to stealth.
Wing Buffet
At 6th level as an action you may use your wings to create
powerful winds. Each creature within 15ft must succeed at a
(8+Str+Prof) STR save or be knocked prone.

Chapter 3 | Background
9
Chapter 3: Background
d8 Personality Trait
Hatched
1 I’ll talk your ear off if you let me.
Dragons hatch from eggs and begin life as wyrmlings;
miniature dragons that are as cute as they are deadly. Many 2 I love the arts — music, poetry, theater.
are raised by their dragon parents, but some are fostered by 3 I eat constantly and love to try new foods.
other creatures, others are simply left to wander and fend for 4 I’m incredibly lazy. When you live for over 1,000 years,
themselves. In your case, you’ve already spent considerable what’s the big hurry?
time around humanoids. This early exposure left you with an
understanding of humanoid ways and a willingness to 5 I like to admire and show off my treasure.
adventure that most of your dragon kin lack. 6 I always talk down to people, and I don’t understand
why this bothers them, since I am clearly superior.
SKILL PROFICIENCY: Insight and your choice of any two
skills or tools 7 Jokes, puns, and riddles are my primary language.
8 Anger, joy, sorrow, passion — I express emotions freely
Language: One language of humanoids you were raised by and have wild mood swings.
or have socialized with
d6 Ideal
Equipment: Shiny baubles worth 5 silver that you are loathe
to part with, and a dragon harness (see the Draconic 1 Greed. My only concern is to grow my treasure hoard.
Equipment section). (Evil)
2 Curiosity. I want to experience all that life has to offer.
Feature: Dragon Kin (Chaotic)
While territorial, dragons of the same type feel a certain 3 Independence. Everyone should do what they want, and
kinship towards each other. If they don’t see you as a threat, not be beholden to anyone else. (Chaotic)
Dragons of your color will freely share information.
Depending on the dragon’s disposition they may then warn 4 Knowledge. Information is the most valuable treasure.
you from entering their territory, or invite you to a meal and (Neutral)
conversation. 5 Noble Obligation. I must protect and care for those
weaker than me. (Good)
Suggested Characteristics 6 Honor. I must act as befitting one of my high station.
Dragons are creatures with strong and prominent (Lawful)
personalities. Even those of the highest good are proud, often
to the point of arrogance. The nice ones try not to be rude d6 Bond
about it, they just know they are better than other creatures.
All dragons crave treasure, which can seem greedy to lesser 1 One of my humanoid friends is guarding my treasure
horde while I travel.
beings. Other characteristics can vary considerably, tending
towards what most humanoids would consider extreme or 2 I find humanoids most fascinating, and think one will
eccentric. make a good pet.
d8 Humanoid Relationships 3 I seek revenge against a more powerful creature.
1 You hatched, and there was no-one around, so you just 4 I have learned a secret clue to the location of a great
wandered into the nearest village. treasure hoard.
2 You were the runt of the clutch. Your siblings forced 5 Humanoids are weak, and need my protection.
you to leave your dragon parents’ lair. 6 I will prove to everyone that I am the wisest and most
3 An adventurer came upon your clutch just as you were powerful.
hatching, and adopted you.
d6 Flaw
4 Your egg was stolen by a cruel master who wanted a
dragon servant. 1 All treasure is rightfully mine. All of it.
5 You and your dragon parents never saw eye-to-eye. You 2 I find humanoids most delicious.
left home to live with the humanoids as an act of 3 Those who insult me must submit or die.
rebellion.
4 Why tell the truth when a lie will suffice?
6 As part of an ancient pact, you are to be raised by the
great-great-grandchild of a humanoid your dragon parents 5 I put myself in harm’s way to protect weaker creatures,
helped to raise. which is just about everyone.
7 You believe it is your destiny to protect those weaker 6 Everyone is beneath me. They should defer to my
than you, so you sought them out. wishes.
8 Your dragon parents have a scheme to infiltrate human
civilization, and you are their willing agent.

Chapter 3 | Background
10
Chapter 4: DRACONIC EQUIPMENT
Most humanoid items aren’t fit for a dragons use. Here are a Pearl of Grace (Very Rare)
few examples of items appropriate for a dragon. When you use your breath weapon you may choose to
activate the pearl. If you do so your breath deals no damage.
MUNDANE ITEMS Instead any corpse engulfed in your breath gains the effects
Dragon Harness:
of the raise dead spell and any living creature gains the
This harness has many hooks and rings to attach equipment effects of the Greater Restoration spell. The pearl is
to. It allows a Dragon to store 60lbs of equipment and gear consumed when activated.
without hinderance beyond normal weight encumbrance.
Optionally it can be outfitted with a saddle. 8GP 10lbs Talon Sheath +1-3 (uncommon to very
rare)
Draconic Breastplate: Ornamental sheaths cover the dragons claws and impart a
It's statistics are Breastplate Barding that imparts a +1 shield bonus to hit and damage rolls to claw attacks.
bonus to AC instead of it's normal AC. It cannot be combined
with any other armor or a shield but does impart it's AC
bonus in addition to the Hardened Scales ability. (PHB
145,155) 1600GP 40lbs
Draconic War Plate:
It's statistics are Half Plate Barding that imparts a +2 shield
bonus to AC instead of it's normal AC. It cannot be combined
with any other armor or a shield but does impart it's AC
bonus in addition to the Hardened Scales ability. (PHB
145,155) 3000GP 80lbs
MAGIC ITEMS
Aegis War Plate (rare)
The wearer of this magical Draconic War Plate has
resistance to the damage of draconic breath weapons.
Amulet of supremacy (legendary)
When you use your breath weapon you may expend a charge
of your amulet. If you do so you may reroll a number of
damage dice equal to your Charisma Modifier (minimum 1)
and you negate enemies resistance to the element of your
breath weapon. This item holds 5 charges and regains 1d4+1
charge at the start of each day. (Requires attunement)
Gorget of Necromancy (Very Rare)
When you expend a Draconic Spell Slot and use your breath
weapon on corpses, the corpses come back to life as per the
animate dead spell (PHB 212-213), except you may only
control a number of undead equal to your Intelligence
modifier (minimum 1) when using this ability. When the spell
expires you may expend one Draconic Spell Slot to maintain
control of the undead for another 24 hours.
Gorget of Reckoning (Rare)
Once per long rest you may use an action to mark a target
you can see. The mark negates evasion when you use your
breath weapon. You also know the direction towards the
marked enemy as long as they are on the same plane as you.
Using this ability unmarks any enemy you have previously
marked. (Requires attunement)

Chapter 4 | Draconic Equipment


11
Chapter 5: Optional Rules
Tunneller (Requires burrow speed)
Draconic Feats You burrow speed increases to your base movement speed,
you may burrow through solid rock at half your burrow speed,
Arctic Traveler (Requires White and you may leave a tunnel in your wake with a diameter
Hatchling Subtype) equal to 5ft for each size category you are over small (5ft
You gain the Burrow Hatchling feature and a swim speed diameter for medium size).
equal to your base movement speed.
Climber (Requires Copper or Red Modified Feats
Hatchling Subtype) Tavern Brawler
You gain +1 to Strength, Dexterity, or Constitution. You gain a In addition to the normal effects of this feat, when you hit a
climb speed equal to your base movement speed. creature with a natural melee weapon on your turn, you may
use a bonus action to attempt to grapple the target.
Humanoid Familiarization
You gain proficiency with Light and Medium armor. You may
also choose one language and one tool proficiency associated
with the humanoids you have familiarized yourself with.

As stated earlier, barding and armor proficiencies


are intended to be interchangeable and are
different for primarily thematic reasons.

Origin of Sorcery
You may add half of your Dragon class levels (rounded up) to
any spellcasting class for which you have the spellcasting
class feature for the purposes of cantrips and spells prepared
or known (PHB 164). Additionally you may gain the
Sorcerer's spellcasting class feature except you do not gain
spell slots. If you have the Lung Dragon's Deity of Seas and
Mountains feature you may gain the Druid's spellcasting
class feature instead of the Sorcerer's spellcasting class
feature but still gain no spell slots. You gain no other class
features from this power.
Spell Resistance
When forced to make a save against a spell or subject to
damage from a spell, you may use a reaction and expend a
Draconic Spell Slot to gain advantage on saving throws
against spells and gain resistance to the damage of spells
until the start of your next turn.
Subterranean Ambusher (Requires
burrow speed)
You burrow speed increases to your base movement speed
and you gain tremorsense (MM 9) to a distance equal to your
burrow speed. While burrowed other creatures on the surface
provoke an attack of opportunity when they leave your reach
despite total cover. You emerge from the ground as part of the
opportunity attack if you use this ability.

Chapter 5 | Optional Rules


12
Lairs Legendary Resistance
You add half (rounded down) of your proficiency bonus to
saving throws you aren't proficient with.
Dragon PC's may feel left out during item rewards
due to their class and race. You can use lair rules to
help alleviate the issue.
Teleport
Your lair counts as a teleportation circle for you and you may
expend a draconic spell slot to cast Teleportation Circle as
per the spell (PHB 282) with the destination of your lair.
In order to establish a lair a dragon must have unhindered
access to, and spend a long rest in, the area designated as a
lair. After attunement a Dragon gains certain bonuses listed
below based on how much treasure they leave in their lair as
a horde. Precious or magic items count toward the horde
total and the GM has full discretion over what is precious and
the gp value of magic items.
Lair
Horde value lair feature Maximum lair size
─ Attunement 4,000 cubic feet
500gp Sanctuary 10,000 cubic feet
2,000gp Legendary Actions 25,000 cubic feet
5,000gp Attunement 50,000 cubic feet
50,000gp Legendary Resistance 100,000 cubic feet
200,000gp Teleport 200,000 cubic feet
500,000gp Legendary Actions half gp cubic feet

Attunement
After establishing a lair you may attune yourself to it as per a
magic item. While attuned, as long as you are on the same
plane of existence and both you and the lair have access to
magic you gain the benefit of your lair features.
0gp: If you have any magical weapons in your horde, your
natural weapon attacks are magical for the purposes of
overcoming resistance.
5,000gp: You may attune magic items in your horde as if they
were on your person. Your DM has full discretion on how
such items work for you. All items in your lairs treasure
horde count as on your person for the purpose of spell
components. An illusory embodiment of the object appears
when necessary.
Sanctuary
You may reroll any hit dice used to heal. You must use the
new value.
Legendary Actions
Once per round within your lair or once per short or long rest
using Attunement, you may take a legendary action. This
action takes place at your initiative - 10.
2,000gp: You may use your legendary action to make an
ability or skill check.
500,000gp: You may use your legendary action to take a
bonus action or make a single tail attack.
Chapter 5 | Optional Rules
13
Singularity Breath: In addition to damage each creature that
Gem Dragons fails their save has their speed reduced to zero until the end
Generally these solitary dragons stay aloof and neutral in the of their next turn.
worlds affairs. They like to stick to the inner planes scouring Scintillating Breath: In addition to the normal effects of
for secrets and finding glimmering gems to add to their your breath you also gain one temporary HP per Dragon
hoards. Level that last until you take a short or long rest.
Gem Hatchling Subtypes Disorienting Breath: In addition to damage creatures that
Subtype Element Feature
fail their save suffer the following effect until the end of their
next turn. When they make a attack roll or ability check they
Amethyst Force Amphibious must also roll a d6 and reduce the total by the number rolled.
Crystal Radiant Burrow
Debilitating Breath: In addition to damage creatures taht
Emerald Psychic Burrow fail their save are incapacitated until the end of their next
Sapphire Thunder Burrow turn.
Topaz Necrotic Amphibious Desiccating Breath: In addition to damage, creatures that
fail their save are weakened. Until the end of their next turn
they have disadvantage on Strength ability checks and saving
Natural Terrain Becomes throws and deals have damage with strength based attacks.
Shimmering Light
Instead of the Natural Terrain feature each Dragon gains a At 15th you may use the following Breath feature as a Bonus
resistance based on their subtype. Additionally once per day Action. You cannot use this feature and another breath attack
you may cast Clairovoyance as per the spell with the in the same round.
following changes. The spell requires no material component Subtype Feature
and limited to a source of an element based on your subtype. Amethyst Explosive Crystal
For example an Emerald Dragon could listen to the
conversation of a group of advernturers through the campfire Crystal Starlight Strike
they surround. Emerald Emerald Embers
Subtype Resistance Clairovoyance Sapphire Telekenetic Fling
Amethyst Psychic Water Topaz Essential Reduction
Crystal Cold Ice/Crystal
Explosive Crystal: Instead of your normal breath area you
Emerald Fire Fire may choose point that you can see within 60ft. The shape of
Sapphire Lightning Stone your breath weapon is now a 20ft radius sphere centered on
Topaz Cold Water that point. This attack deals only half the normal damage dice
(rounded down) of your breath attack but each creature that
fails it's save is knocked prone.
Expanded Breath
Expanded breath for each subtype Starlight Strike: A creature within 60ft must save against
the effects of your breath weapon.
5th 11th 17th
20ft cone 30ft cone 45ft cone
Emerald Embers: A creature within 60ft must save against
the effects of your breath weapon except the damage is Fire.
Enhanced Breath Telekenetic Fling: A creature within 60ft must save against
the effects of your breath weapon except the damage is
At 5th and 15th level your breath weapon gains a feature you Bludgeoning.
may choose to use based on your subtype. At 5th level when
you expend a spell slot to use the Magical Furnace ability you Essential Reduction: A creature within 60ft must save
may modify your breath weapon in the following manner. against the effects of your breath weapon and if it's HP are
reduced to 0 it crumbles to dust.
Subtype Feature
Amethyst Singularity Breath Gem Feats
Crystal Scintillating Breath Gravity Master (Requires Amathyst
Emerald Disorienting Breath Subtype)
Sapphire Debilitating Breath
You gain the hover feature and are immune to prone.
Topaz Desiccating Breath

Chapter 5 | Optional Rules


14
Modified Draconic Feats Psionic: You gain the following spells known list instead of
the list based on your subtype.
Climber (Requires Crystal or Sapphire Spells Known
Subtype)
Banishment(to Plane of Dreams only), Calm Emotions,
Other Dragon Types Dispel Magic, Fearie Fire, Invisibility, Otto's Irresistible
Dance, Rary's Telepathic Bond, Revivify, True Seeing
Here are rules for variant dragon types should the Player and
Game Master agree to allow play with dragon types beyond Shadow Dragon
the standard chromatic and metallic dragons
Shadow dragons are dragons that hail from the Shadowfell.
Coutl Core Changes
Coutl are feathered serpents. These dragons are generally Create a Hatchling and choose a Subtype as normal. Modify
good and are divine in nature. your chosen Subtype to Shadow. Your Element becomes
Necrotic.
Core Changes
To make a Coutl choose the Amathyst Dragon Subtype and Abilities
the Psionic Dragon Archetype. Modify the Dragon in the Expanded Breath
following way. Subtype 5th 11th 17th
Languages Shadow 5 by 30ft line 10 by 45ft line 10 by 90ft line
You gain the Celestial Language.
Natural Terrain
Psionic Subtype Terrain
You gain the Crystal Subtype's Spell List instead of the
Amathyst Subtype's. Shadow Darkness

Moonstone Enhanced Breath


Moonstone Dragons are dragons from the fey realm Level Subtype Feature
Lv5 Shadow Linger
Core Changes
To make a Moonstone Dragon choose your Background and Lv15 Shadow Corrupt
subtype as normal, then take the Psionic Dragon Archetype.
Modify the Dragon in the following way. Corrupt: In addition to the normal effects of the breath,
creatures reduced to 0HP from the breaths damage you
Languages choose become Shadows (MM 269). You may create and
You gain the Sylvan Language. control a maximum number of Shadows including Shadows
your Shadows create equal to your Charisma modifier
Abilities (minimum 1). You must expend a Draconic Spell Slot at the
Dragon Hide becomes Fey Touched You are immune to the end of any short or long rest to maintain control of these
Charmed condition. Shadows. Any Shadows that are created in this way that you
do not control are hostile to you and all nearby life. You may
Subtype Element- Moonlight Breath: Regardless of destroy any shadows you control as an action.
Subtype chosen, your Element is Radient and counts as Spell Resistance becomes Living Shadow
Moonlight.
Natural Terrain becomes Feywild Dreaming When within While in darkness or dim light you may expend a draconic
120ft of a creature that is asleep, in trance, or in reverie the spell slot and use a reaction to gain resistance to all damage
dragon can speak with them telepathically and they except force, psychic, and radiant until the start of your next
remember the conversation when they awaken turn.
Enhanced Breath Subterranean Ambush becomes Shadow Stealth
level Feature You do not need a burrow speed to take the ability and the
Lv15 Sleep
ability changes to the following. You gain proficiency in
stealth while in darkness or dim light. If you already had
proficiency you double your bonus (Expertise). You also gain
the ability to hide in shadow as a bonus action.

Chapter 5 | Optional Rules


15
Dragon Turtle
Dragon Turtles are dragon kin and not true dragons. They are
still fearsome beasts in their own right.
Core Changes
You may choose the Turtle subtype when creating a
Hatchling. You gain Aquan as a bonus language. Enemies do
not have resistance to your (steam) breath from being under
water. You may not choose the True Dragon Archetype.
Subtype Element Feature
Turtle Fire Amphibious

Abilities
Enhanced Breath
Subtype Feature
Turtle Linger

Expanded Breath
Subtype 5th 11th 17th
Turtle 20ft cone 30ft cone 45ft cone

Natural Terrain
Subtype Terrain
Turtle Water

Flexible Breath
Subtype Feature
Turtle Amplify

Chapter 5 | Optional Rules


16
Multiclassing
Ability Score Minimum
There is no minimum ability score. Instead you must be the
Hatchling race or the Dragonborne race (with DM approval)
to multiclass to and from the Dragon class.
Proficiencies Gained
None
Hardened Scales
You may use Unarmored Defense or Hardened Scales but
not both.
Extra Attack
Multi-Attack is not extra attack. You may use both abilities.
Draconic Spell Slots
You determine your available spell slots by adding together all
your levels in Warlock and Dragon. Use the total to determine
your spell slots using the Slot Level table in the Dragon class
page. You may use your Draconic spell slots to cast spells
from any class for which you know or prepare spells and you
can use the spell slots you gain from other classes to power
your Magical Furnace ability but not your other Dragon class
abilities that require Draconic Spell Slots.

Chapter 5 | Optional Rules


17
Chapter 6: Acknowledgements
This is all based on a 5e homebrew of the “Codex
Draconicus” by /u/djasonwright
https://www.reddit.com/r/UnearthedArcana/comments/4qeuvd/wyrmling_dragon_pcs/
And his work is based upon “Player Character Dragons” by
William J. Scott III which is where most of the flavor text
comes from
http://www.enworld.org/forum/rpgdownloads.php?
do=download&downloadid=1253
There are also strong influences from previous versions of
DnD Monster manuals and the Draconomicon by Andy
Collins, Skip Williams, and James Wyatt.
This document was created using the hombrewery
http://homebrewery.naturalcrit.com/

Author
© 2017 /u/assassinace
v5.3
Major update to abilities levels and locations. Including
natural weapons scaling, size progression, and breath
weapons.
Changed Qoutl modifications.
Added Moonstone Dragons optional type.
Other minor spelling and grammatical fixes.
Last Updated 2/21/22
Some rights reserved. This work is licensed under a Creative
Commons Attribution-Noncommercial- Share Alike 3.0
License. http://creativecommons.org/licenses/by-nc-sa/3.0/

Images
Kanō Hōgai - Two Dragons in Clouds
https://commons.wikimedia.org/wiki/File:Kan%C5%8D_H%C5%8Dgai,_Japanese_-
_Two_Dragons_in_Clouds_-_Google_Art_Project.jpg
Albrecht Dürer - St. George and the Dragon
https://commons.wikimedia.org/wiki/File:St._George_and_the_Dragon.jpg
The MET - Peytral, chest defense https://s-media-cache-
ak0.pinimg.com/originals/6c/87/32/6c8732de72945bebd4284324f6accb55.jpg

Chapter 6 | Acknowledgements
15

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