Dragon Variants Option three (requires legendary actions):
Dragons are an intelligent, long lived, and deeply magical The dragon gains an additional way to spend its legendary
race of beings. The monster manual gives the base options of actions.
ten dragon types, however should GM's wish to add more Boiling Blood (Costs 1 Action). Blood seeps from
flavor and variability to dragons in their games, here are new between the dragan's scales, coating them. Until the end of
options. To be noted, these are in no way balanced, these it's next turn, whenever a creature hits it with a melee attack,
options are tools to be added by the GM to enhance their the creature recieves elemental damage (the same as the
games. dragon's breath weapon) equal to one roll of the dragon's hit
dice.
Bloodscaled Fury Option four (requires frightful presence):
Base Ability:
Rage. The dragon has resistance to bludgeoning, piercing, Furious Presence. A creature that fails the save for the
and slashing damage, and adds its proficiency bonus to the dragon's frightful presence by 5 or more is paralyzed instead
damage of all attacks. of frightened. If a creature succeeds on the saving throw
against the dragon's frightful presence no longer makes a
Option one (requires frightful presence): creature immune for 24 hours, instead they are immune until
Fearsome Presence. Creatures have disavantage against the the end of the dragon's next turn.
dragon's frightful presence.
Deciple of Ashardalon
Option two: Base Ability:
Primordial Rend. Once per turn, when the dragon deals Soulbonded. The dragon has, through arcane ritual, bonded
damage it deals extra elemental damage (the same as it's an extraplanar entity to its soul irrevocably, gaining
breath weapon) equal to one roll of the dragon's hit dice. extraordinary abilities. The dragon has advantage on saving
throws against spells and other magical effects, and
resistance to bludgeoning, piercing, and slashing damage
from non-magical attacks.
Option one:
Manifest Bond. The dragon can use an action to summon
forth the creature soulbonded to it. The summoned creature
appears in an unoccupied space within 15 feet of the dragon.
The summoned creature disappears when it drops to 0 hit
points or when the dragon's concentration ends. The
summoned creature is friendly to the dragon. Roll initiative
for the summoned creature, which has its own turns. It obeys
any verbal commands that the dragon issues to it (no action
required by the dragon). If the dragon doesn't issue any
commands to the summoned creature, it act on its own
according to it's nature.
Option two:
Shared Power. The dragon's connection to its bonded
creature becomes deeper as it master's its ability. The dragon
can use any action that is in the bonded creature's stat block.
Option three:
Planar Native. The dragon's essense becomes closer to the
creature it is bonded to, the dragon is also the same type of
creature as it's bonded creature (if it was bonded to a fiend,
the dragon is now both a dragon and a fiend). The dragon
counts as it's bonded creature as well as dragon, when under
the effects of spells and abilities. When the dragon drops to 0
hit points, it doesn't die. Instead it's body disapears and
reconstitutes in a random location on the plane it's bonded
creature is from.
Option four:
Splintered Soul. The dragon can bind its soul to more than
its original bonded creature, gaining all of the benefits of it's
other disciple options. Any new bonded creatures must be
from the same plane as the original.
Dragon Ascendant Option two:
Base Ability: Heavenly Remedy (Recharge on a long rest). The dragon
Divine Spark. The dragon has proficiency in all saving can channel the divine power of Bahamut to heal wounds. It
throws. has a pool of d6s that it can spend to fuel this healing. The
number of dice in the pool equals the number of dice in its
Option one: breath weapon. As an action, the dragon can heal one
Indomitable Form. The dragon chooses to succeed or fail on creature it can see within 60 feet of it, spending dice from the
any effect that would alter it's form. pool. Roll the dice it spends, add them together, and restore a
number of hit points equal to the total.
Option two:
Pacifying Aura. Any creature that can see the dragon at the Option three:
start of it's turn must make a Charisma saving throw againts Exemplar of Bahamut Spellcasting. The dragon's innate
the dragon's spell save DC (8 + it's proficiency bonus + it's spellcasting ability is Charisma. The dragon can innately cast
Charisma bonus) or the creature cannot attack or cast spells the following spells, requiring no material components:
that would be harmful to the dragon. At will: bless, protection from evil and good, hold person,
Any creature that the dragon has attacked or had a spell spare the dying, zone of truth
cast by the dragon effect it is immune to the dragon's
Pacifying Aura until the start of the dragon's next turn. 3/day each: aid (at 5th level), aura of vitality, calm
emotions, freedom of movement
Option three:
Exalted Spirit. The dragon is immune to any effect that 1/day each: dispel magic, greater restoration, otiluke's
would sense its emotions or read its thoughts, divination resilient sphere, revivify
spells, and the charmed condition. The dragon's Exalted
Spirit even foils wish spells and spells or effects of similar Option four:
power used to affect the dragon's mind or to gain information Platinum Breath. The dragons breath weapon changes to
about the dragon. radiant damage and recharges on a 4-6.
Option four:
Perfect Being. The dragon does not age and cannot be
magically aged, it doesn't neet to sleep, eat, or breath, and is
immune to poison damage, the poisoned condition, and
disease.
At the start of the dragon's turn, if it is below half of it's
health, it regains 20 hit points.
Exemplar of Bahamut
Base Ability:
Dragonward. The dragon can use it's action to touch a
willing creature other than itself to create a divine connection
between it and the target. The has resistance to all damage
and immunity to the dragon's breath weapon damage type.
Each time the target takes damage, the dragon takes the
same amount of damage. The dragonward ends if the dragon
drops to 0 hit points. The dragon can also dismiss the
dragonward as an action. This ward lasts for 1 hour or until
the dragon uses this feature again.
Option one (requires frightful presence):
Aura of Preservation. When the dragon uses it's frightful
presence, it can choose any number of creatures in its area of
effect and grant them a protective ward, with a duration of 1
minute. Any creature who targets a warded creature with an
attack or a harmful spell must first make a Wisdom saving
throw, against the dragon's frightful presence DC. On a failed
save, the creature must choose a new target or lose the attack
or spell. This spell doesn't protect the warded creature from
area effects, such as the explosion of a fireball. If the dragon
makes an attack, casts a spell that affects an enemy, or deals
damage to another creature, this ward ends.
Hidecarved Ascetic Option two:
Base Ability: Rune of Eruption (Recharge 5-6). The dragon creates an
Runescribed Scales. The dragon has resistance to all explosion of elemental energy. Each creature in a 30 ft.
damage except psychic damage and +2 to armor class. radius of the dragon, including the dragon, must make a
Option one: saving throw or take damage, equal to it's breath weapon, of
Rune of Remedy (Recharge 5-6). The dragon uses it's action the dragon's choice from among acid, cold, fire, force,
to roll dice equal to half it's total hit dice and heals the lightning,necrotic, poison, radiant, or thunder, or half as
number rolled. much on a success. Creatures in the area of effect must make
Constitution saving throws against cold, necrotic, poison,
thunder damage, and Dexterity saving throws against acid,
fire, force, lightning, or radiant.
Option three (requires legendary actions):
The dragon gains an additional way to spend its legendary
actions.
Rune of Foresight (Costs 2 Actions). Until the start of the
dragons next turn, one creature of the dragon's choice has
disadvantage on attack rolls against the dragon and
whenever the dragon forces that creature to make a saving
throw, the creature rolls 1d6 and subtracts it from the roll.
Option four:
Rune of Rivival (Recharges after a long rest). The first time
the dragon falls to zero hit points and doesn't die outright, it
regains hit points equal to one quarter it's maximum health.
Hoard Vandal
Base Ability:
Shroud. The dragon adds it's proficiency bonus to all stealth
and sleight of hand checks. So long as the dragon remains
motionless it cannot be percieved by non-magical means.
Option one:
Breach (Recharge 5-6). When the dragon hits with an attack
it can use it's reaction to add a number of hit dice to the
damage equal to their proficiency bonus.
Option two:
Umbral Step. Once per turn the dragon can spend any
amount of movement it has available to teleport up to that
distance while in dimlight or darkness to an empty space in
dimlight or darkness.
Option three:
Hoard Vandal Spellcasting. The dragon's innate
spellcasting ability is Charisma. The dragon can innately cast
the following spells, requiring no material components:
At will: detect magic, enlarge/reduce, levitate, locate
object, minor illusion
3/day each: mirror image, pass without trace, silence
1/day each: dispel magic, dimension door, glyph of
warding (casting time of 1 action)
Option four:
Treasure Cache. The dragon's shadow becomes an extra
dimensional space, similar to a bag of holding. It can hold up
to 500 pounds, not exceeding a volume of 64 cubic feet.
Talonguard of Tiamat At will: command, detect evil and good, hold person
Base Ability:
Chromatic Paragon. The dragon, when it uses it's breath 3/day each: lesser restoration, shield, suggestion
weapon, can choose acid, cold, fire, lightning, or poison 1/day each: dispel magic, phantasmal killer (at 5th level),
damage, regardless of what color it is. Creatures caught in plane shift
the area of effect of the breath weapon must make
Constitution saving throws against cold or poison damage,
and Dexterity saving throws against acid, fire, or lightning Option four:
damage. Death Throes. When the dragon dies, it's body is destroyed
The dragon also is immune to acid, cold, fire, lightning, and in a multicolored explosion, each color a different element.
poison damage. Each creature within 60 feet of it rolls a d6 to determine
Option one: what element it is struck by, and then make the appropiate
Lifedrain (Recharge 5-6). The dragon targets up to five saving throw based on the result.
creatures that it can see within 30 feet of it. Each target must 1. The target rolls a Dexterity saving throw taking 16d6 acid
succeed on a Constitution saving throw or take damage, damage on a failed save, or half as much damage on a
equal to half (rounded up) of the dragon's breath weapon, of successful one.
necrotic damage, and the dragon regains hit points equal to
the total damage dealt to all targets. 2. The target rolls a Constitution saving throw taking 16d6
cold damage on a failed save, or half as much damage on
Option two: a successful one.
Prismatic Aura. The dragon can use an action to activate its
prismatic aura, which extends out 30 feet, centered on the 3. The target rolls a Dexterity saving throw taking 16d6 fire
dragon, and lasts until it loses concentration, as if damage on a failed save, or half as much damage on a
concentration on a spell. When a creature enters the aura's successful one.
area for the first time on a turn or starts its turn there, it rolls 4. The target rolls a Dexterity saving throw taking 16d6
a d6 (rerolling 6). The creature damage based off of its d6 roll lightning damage on a failed save, or half as much damage
equal to twice the dragons proficiency bonus. 1-acid, 2-cold, 3- on a successful one.
fire, 4-lightning, or 5-poison. The area within the aura is
difficult terrain for all creatures other than the dragon. 5. The target rolls a Constitution saving throw taking 16d6
poison damage on a failed save, or half as much damage
Option three: on a successful one.
Talonguard Spellcasting. The dragon's innate spellcasting
ability is Charisma. The dragon can innately cast the 6. The target is struck by 2 colors. Roll twice more, rerolling
following spells, requiring no material components: any 6.