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I AM DRAGON
Credits Table of Contents Designer: Pankratos
Editor: Pankratos
Format: The Homebrewery Game Mechanics: DUNGEONS & DRAGONS 5th edition, property of Wizards of the Coast Cover Illustrator: Todd Lockwood
Interior Illustrations: Property of Wizards of the Coast
Preface
This supplement provides new options for players to become dragon characters—either as companions to a humanoid party or as members of an all-dragon adventuring group. In addition, appendix A presents two new subclass options for nondragon characters: the Dragon Cultist fighter and the Oath of the Dragon King paladin. This is Version 2.3.1 The material in this supplement, currently in Version 2.3.1, is presented for playtesting and to spark your imagination for creating dragon characters for DUNGEONS & DRAGONS. The game mechanics are usable in your campaign but may not yet be refined by final game design and editing.
ON THE COVER
Introduction......................................................................................2 Character Creation.......................................................................2 Chapter 1: Dragon Race............................................................... 3 Dragonkind.....................................................................................3 Chromatic Dragons......................................................................4 Black Dragon.............................................................................4 Blue Dragon...............................................................................5 Green Dragon............................................................................5 Red Dragon................................................................................5 White Dragon............................................................................ 5 Metallic Dragons...........................................................................6 Brass Dragon.............................................................................6 Bronze Dragon..........................................................................6 Copper Dragon..........................................................................7 Gold Dragon.............................................................................. 7 Silver Dragon.............................................................................7 Chapter 2: Dragon Class.............................................................. 8 Class Features...............................................................................8 Dragon Archetypes.....................................................................12 Brute......................................................................................... 12 Explorer....................................................................................12 Lurker........................................................................................13 Sage.......................................................................................... 13 Trickster....................................................................................14 Chapter 3: Appearance and Personality............................... 15 Character Details....................................................................... 15 Chapter 4: Customization Options......................................... 17 Multiclassing................................................................................17 Feats..............................................................................................17 Dragon Barding.......................................................................... 18 Chapter 5: Draconic Pantheon.................................................19 Io................................................................................................... 19 Astilabor........................................................................................20 Bahamut.......................................................................................20 Chronepsis...................................................................................20 Falazure........................................................................................20 Garyx.............................................................................................20 Hlal.................................................................................................20 Lendys...........................................................................................20 Tamara..........................................................................................20 Tiamat...........................................................................................20 Bahamut (Avatar) Statistics..................................................... 21 Tiamat (Avatar) Statistics .........................................................24 Chapter 6: Adventure Ideas.......................................................25 Council of Wyrms.......................................................................25 Dragonlance................................................................................ 25 Tyranny of Dragons....................................................................25 Appendix A: Class Options........................................................26 Fighter: Dragon Cultist............................................................. 26 Paladin: Oath of the Dragon King...........................................26 Changelog....................................................................................... 27
Cover art by Todd Lockwood, depicting the cover of Dragonlance's Annotated Chronicles, written by
Tracy Hickman and Margaret Weis. Disclaimer: This supplement is unofficial fan content permitted under the Fan Content Policy and is not approved or endorsed
by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Introduction
D
ragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. This supplement provides players the option to play such formidable monsters. Since dragon PCs are considerably stronger than nondragons of the same level, DMs are encouraged to use the options presented herein for an alldragon party. If there are nondragon player characters in your adventuring group, make sure beforehand that everyone agrees to having dragon PCs among them.
4. Describe Your Dragon
Character Creation
Though dragons usually operate alone, your dragon is most probably part of an adventuring group, working together for a common purpose. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake. Chapter 6 gives advice on how to run adventures for dragon PCs.
The following steps guide you in creating a dragon character.
1. Choose a Subrace
Your race is dragon. Note your racial traits on your character sheet, which are detailed in Chapter 1. Choose one of ten dragon subraces and note its traits as well.
Once you know the basic game aspects of your dragon character, it's time to flesh them out as a dragon. Your character needs a name. Spend a few minutes thinking about what your character looks like and how they behave in general terms. Using the information in Chapter 3, you can flesh out your dragon's physical appearance and personality traits. Choose your dragon's gender, alignment, and personal characteristics, including two traits, an ideal, a bond, and a flaw. Dragons have no backgrounds, though you are encouraged to think of who your parents were, what happened to them, and how you came to be in the starting area of the adventure.
5. Come Together
2. Apply Class Features
Dragons have their own class, described in Chapter 2. They typically start at 1st level as newly-hatched wyrmlings with an age of 0. Note the class proficiencies and 1st-level features on your character sheet. Starting at 3rd level, your dragon character will be able to choose from one of five archetypes to help diversify itself and adopt a specialized approach to adventuring.
3. Determine Ability Scores
Dragons tend to have high ability scores, which you generate randomly. Roll four 6-sided dice, rerolling any 1s (multiple times if needed). Record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have a row of six numbers. Roll one more row of six numbers each and select one of these rows for your ability scores. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 16, 15, 14, 13, 10, 10. Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your dragon racial traits, as described in Chapter 1. Variant: Customizing Ability Scores
You can use this variant for determining your ability scores, as described in chapter 1 of the Player's Handbook. When doing so, spend the usual 27 points on your ability scores. Once the scores are determined, you gain a +1 bonus to each ability score, before applying the ability score modifiers of your dragon subrace. INTRODUCTION
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Chapter 1: Dragon Race True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. A dragon's life stage is determined by their age and character level, as shown on the Dragon Age Categories table. At 1st level, your dragon character is a wyrmling. As you increase in level, you must accumulate treasure and enter a special rest period known as brumation until you are old enough to advance to the next age category. Chapter 2 gives more information on advancing to a young dragon, adult dragon, and finally ancient dragon at the appropriate levels. Dragon Age Categories Category Size
Age Range
Level Range
Wyrmling Medium
0-4 years
1-4 (tier 1)
Young
Large
5-99 years
5-10 (tier 2)
Adult
Huge
100-799 years 11-16 (tier 3)
Ancient
Gargantuan 800+ years
17-20 (tier 4)
Dragonkind
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are generally selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are usually noble, good, and highly respected by
the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth—hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
Dragon Traits
You have a variety of traits in common with other wyrmlings, both chromatic and metallic. Ability Score Increase. Your Strength score
increases by 2. Type. Your type is dragon, instead of humanoid. This may affect certain spells, features, and other abilities. Age. Wyrmlings walk hours after hatching and can grow into young dragons at 5 years old.
Alignment. Most wyrmlings are born with the alignment common to their subrace, as shown on the Wyrmling Type table. In rare cases a dragon may adopt a different alignment through sheer force of will, though they will constantly be tempted by the tendencies of their subrace's alignment. Size. As a wyrmling, your size is Medium. Speed. Your base walking speed is 30 feet. All dragons have additional movement modes, as shown on the Wyrmling Type table. Dragons with an innate swimming speed are amphibious—they can breathe both air and water. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Blindsight. You can perceive your surroundings within 10 feet of you without relying on sight. Breath Weapon. You can use your action to exhale destructive energy. Your subrace determines the size, shape, and damage type of the exhalation, as shown on the Wyrmling Type table. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your subrace. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 22 (5d8) damage on a failed save, or half as much damage on a successful one. You can use your breath weapon once. After you use your breath weapon, you can roll a d6 at the end of each of your turns. On a roll of 5 or 6, you regain the use of your breath weapon. Damage Immunity. You have immunity to the damage type associated with your dragon type, as shown on the Wyrmling Type table. Bite. Your fanged maw is a natural weapon, which you can use to make melee weapon attacks. It has a reach of 5 feet. On a hit, you deal piercing damage equal to 1d10 + your Strength modifier. Natural Armor. You have a hide of tough scales. When you aren't wearing armor, your AC is 13 + your Constitution modifier. Limited Object Interaction. Though your draconic claws are capable of holding and carrying creatures and objects, you have disadvantage on attack rolls with weapons, and you don't gain a bonus to AC for wielding a shield. Languages. You can speak Draconic. The language sounds harsh and includes numerous hard consonants and sibilants. Subrace. Ten dragon subraces exist—five chromatic and five metallic. Choose one of these types.
Wyrmling Type
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Dragon
Damage Type
Breath Weapon
Suggested Alignment
Movement
Black
Acid
5 by 30 ft. line (Dex. save)
Chaotic evil
Swim 30 ft.
Blue
Lightning
5 by 30 ft. line (Dex. save)
Lawful evil
Burrow 15 ft.
Brass
Fire
5 by 30 ft. line (Dex. save)
Chaotic good
Burrow 15 ft.
Bronze
Lightning
5 by 30 ft. line (Dex. save)
Lawful good
Swim 30 ft.
Copper
Acid
5 by 30 ft. line (Dex. save)
Chaotic good
Climb 30 ft.
Gold
Fire
15 ft. cone (Dex. save)
Lawful good
Swim 30 ft.
Green
Poison
15 ft. cone (Con. save)
Lawful evil
Swim 30 ft.
Red
Fire
15 ft. cone (Dex. save)
Chaotic evil
Climb 30 ft.
Silver
Cold
15 ft. cone (Con. save)
Lawful good
Climb 30 ft.
White
Cold
15 ft. cone (Con. save)
Chaotic evil
Burrow 15 ft., Swim 30 ft.
Chromatic Dragons
The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A chromatic dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a chromatic dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservant creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. Tiamat, including her avatar's game statistics, is detailed in Chapter 5.
Chromatic or Metallic? When coming together to form an adventuring party, an important decision is whether to play a chromatic or metallic dragon. Since these two dragon families are natural enemies of each other, it works best if the entire party is either chromatic or metallic. Even then, the egocentrical nature of chromatic dragons can quickly cause a rift within any group. Chromatic dragons are simply not known for their cooperation and supportiveness. At best, a functioning adventuring party of dragon player characters would include a maximum of one chromatic dragon with a non-evil alignment. Perhaps being raised among metallic dragons has caused it to deviate from the evil alignment common to other dragons of its subrace. Discuss these matters with your fellow players and DM before fixating on one specific dragon subrace to play.
With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scales. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. Ability Score Increase. Your Dexterity score
increases by 1. Acid Bite. When you hit a target with your bite attack, the attack inflicts an additional 1d4 acid damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Black Dragon
The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. CHAPTER 1 | DRAGON RACE
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A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Ability Score Increase. Your Intelligence score
increases by 1. Poison Bite. When you hit a target with your bite attack, the attack inflicts an additional 1d4 poison damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Condition Immunity. You have immunity to the poisoned condition. Red Dragon Blue Dragon
Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunted head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Ability Score Increase. Your Constitution score
increases by 1. Lightning Bite. When you hit a target with your bite attack, the attack inflicts an additional 1d4 lightning damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Green Dragon
The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.
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CHAPTER 1 | DRAGON RACE
The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Ability Score Increase. Your Charisma score
increases by 1. Fire Bite. When you hit a target with your bite attack, the attack inflicts an additional 1d4 fire damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. White Dragon
The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Cold Bite. When you hit a target with your bite attack, the attack inflicts an additional 1d4 cold damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.
Metallic Dragons
Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard. Solitary Shapeshifters. At some point in their long lives, metallic dragons can learn the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some metallic dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Other dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in a magical guise. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Bahamut, including his avatar's game statistics, is detailed in Chapter 5.
A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Ability Score Increase. Your Charisma score
increases by 1. Sleep Breath. Instead of your normal breath weapon, you can exhale sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your breath weapon save DC or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage or someone uses an action to wake it. The size of this cone increases to 30 feet at 5th level, 60 feet at 11th level, and 90 feet at 17th level. Bronze Dragon
Coastal dwellers that feed primarily on aquatic plants and fish, bronze dragons take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. 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. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs. Ability Score Increase. Your Constitution score
increases by 1. Repulsion Breath. Instead of your normal breath weapon, you can exhale repulsion energy in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw against your breath weapon save DC. On a failed save, the creature is pushed 15 feet away from you and falls prone. The size and repulsion distance of this cone increases to 30 feet at 5th level,
60 feet at 11th level,
and 90 feet at
17th level.
Brass Dragon
The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. They engage in conversation with thousands of creatures throughout their long life, accumulating useful information which they will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked. CHAPTER 1 | DRAGON RACE
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A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Ability Score Increase. Your Charisma score
increases by 1. Weakening Breath. Instead of your normal breath weapon, you can exhale gas in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw against your breath weapon save DC or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The size of this cone increases to 30 feet at 5th level, 60 feet at 11th level, and 90 feet at 17th level. Copper Dragon
Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Ability Score Increase. Your Intelligence score
increases by 1. Slowing Breath. Instead of your normal breath weapon, you can exhale gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your breath weapon save DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. The size of this cone increases to 30 feet at 5th level, 60 feet at 11th level, and 90 feet at 17th level. Gold Dragon
The most majestic of the metalic dragons, gold dragons are dedicated foes of evil. They are respected by the other metallic dragons for their knowledge and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons, except their own mates and offspring. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. 7
CHAPTER 1 | DRAGON RACE
Silver Dragon
The friendliest and most social of all metallic dragons, silver dragons cheerfully assist good creatures in need. They believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Ability Score Increase. Your Constitution score
increases by 1. Paralyzing Breath. Instead of your normal breath weapon, you can exhale paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your breath weapon save DC or be 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. The size of this cone increases to 30 feet at 5th level, 60 feet at 11th level, and 90 feet at 17th level.
Chapter 2: Dragon Class An ancient red plunges down the cliffside, shrouded in smoke and roaring with menace. Her eyes glow hot as coals as she crashes atop the young silver foolish enough to enter her domain. Tyrants don't share dominion with anyone. The copper wyrmling cowers in fear as his mother fights for their lives. The purple worm had burst through the cave wall and wrapped itself around his mother's body, constricting her. In a moment of courage, the wyrmling leaps out of hiding to spit a jet of acid at their assailant. Following the dwarf's movements closely, the ancient gold feigns sleep. As the thief nears her hoard, the dragon opens her eyes, locked on the intruder and ready for a quick snack. These dragons, different as they might be, are defined by their nature: enigmatic, imposing, and majestic. They are perhaps the most recognizable monsters of DUNGEONS & DRAGONS. More than mere beasts, dragons are the apex predator in any terrain. When angered, their ferocity is like an unrelenting storm or violent volcanic eruption. They are well acquainted with adventuring and survival, roaming far and wide as they establish their lairs and domains.
Creating a Dragon
As you create your dragon character, consider the circumstances of your birth. Are you among a clutch of eggs belonging to the same parents? Have they stayed close to you, speaking to your awareness in preparation for the long life ahead? Perhaps your egg was abandoned, lost, or stolen. If so, what happened to your parents? Who stole you? Do you have any defining physical features that set you apart from others of your kind? Are your beliefs part of an imprinted legacy, or the result of impressions after hatching? Your choices in such details could help determine your dragon character's nature and why your character emulates a particular archetype. Variant: Level Advancement Without XP
Some DMs do away with experience points entirely and control the rate of character advancement based on certain milestones the characters achieve during their adventures. In such cases—since dragon PCs require a higher XP cost to gain a level—use the following table to determine whenever a dragon PC gains a level: Dragon Level Advancement Without XP Nondragon Level
Dragon Level
Nondragon Level
Dragon Level
1
1
11
—
2
—
12
9
3
2
13
—
4
3
14
10
5
4
15
—
6
5
16
11
7
—
17
12
8
6
18
13
9
7
19
14
10
8
20
15
Dragon Class Features Prof. Level Bonus Features
XP
1st
+2
Limited Flight, Favored Terrain
0
2nd
+2
Flight
3rd
+2
Archetype
1,800
4th
+2
Ability Score Improvement
5,400
5th
+3
Become Young Dragon, Magic Weapons
13,000
6th
+3
Versatile
28,000
7th
+3
Archetype feature
46,000
8th
+3
Ability Score Improvement
64,000
9th
+4
Resilient
96,000
10th
+4
Archetype feature
128,000
11th
+4
Become Adult Dragon, Legendary Action
170,000
12th
+4
Ability Score Improvement
200,000
13th
+5
Frightful Presence
240,000
14th
+5
Legendary Resistance
280,000
15th
+5
Archetype feature
330,000
16th
+5
Ability Score Improvement
390,000
17th
+6
Become Ancient Dragon
450,000
18th
+6
Archetype feature
530,000
19th
+6
Ability Score Improvement
610,000
20th
+6
Dragon Lord
710,000
600
Class Features
Your dragon class grants you the following features. Hit Points
Hit Dice: 2d8 per level
Hit Points at 1st Level: 16 + twice your Constitution modifier
Hit Points at Higher Levels: 2d8 (or 9) + twice your Constitution modifier per level after 1st Proficiencies
Armor: None
Weapons: None
Tools: None Saving Throws: Constitution, Charisma
Skills: Perception (with double proficiency bonus), Stealth CHAPTER 2 | DRAGON CLASS
8
Limited Flight
Starting at 1st level, you can spend 1d4 hours after hatching to move around and stretch your muscles. After that time, you gain a flying speed of 60 feet. This flight works only in short bursts—you fall if you end your turn in the air and nothing else is holding you aloft.
Favored Terrain
Also at 1st level, you have a favored terrain. This terrain is determined by your subrace, as shown on the Favored Terrain table. Favored Terrain Terrain
Dragon
Terrain
Dragon
Arctic
White
Forest
Gold, green
Coast
Bronze
Desert
Blue, brass
Mountain Copper, red, silver Swamp
Black
You are intuitively familiar with your favored terrain and are adept at traveling and surviving in such a region. You have advantage on any Intelligence or Wisdom check related to your favored terrain, and gain inspiration when finishing a long rest within your favored terrain. When traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your movement. You can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as hunting, navigating, or tracking), you remain alert to danger. If you are traveling alone or with other creatures that have the same favored terrain, you can move stealthily at a normal pace. When you hunt, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Flight
At 2nd level, you no longer fall if you end your turn flying in the air and nothing else is holding you aloft. You can still fall from the air by being knocked prone, if your speed is reduced to 0 feet, or if you otherwise lose the ability to move.
Dragon Archetype
At 3rd level, choose one of the following archetypes: brute, explorer, lurker, sage, or trickster—all detailed at the end of the class description. The archetype you choose grants you features at 3rd, 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, to a maximum of 20. Your ability score maximum increases to 24 at 5th level, 28 at 11th level, and 30 at 17th level. 9
CHAPTER 2 | DRAGON CLASS
Become Young Dragon
At 5th level, your XP cannot exceed 6,500. You do not receive the benefits of 5th level and no longer gain any further XP until the following conditions are met: You must secure a hoard of treasure for yourself, with a total value of 6,500 gp or more. You must be at least 5 years of age. The required age can be attained naturally by taking a deep rest—known as brumation—on your treasure hoard. To enter this rest, you must consume 850 pounds of meat (5 sheep or 1 cow) within a 7-day period before beginning the rest. During the brumation you steadily increase in size and have disadvantage on Wisdom (Perception) checks. If you move or take action during this time, you must consume another 120 pounds of meat (1 sheep) for every day of activity before you can resume the rest. Once per year before the age of 5, your rest is interrupted by ravenous hunger. When this occurs, you must consume another 850 pounds of meat within a 7-day period to continue your deep rest. Once enough time has passed for you to be 5 years of age, you emerge from your brumation as a young dragon. You gain the benefits of 5th level and can continue to earn XP. As a young dragon, some dragon traits are modified. Those traits not listed here remain unchanged. Ability Score Increase. Your Strength score increases
by 4, and your Constitution score increases by 2, each to a maximum of 24. Age. Young dragons are a minimum of 5 years old and can grow into adult dragons at the age of 100. Size. As a young dragon, your size is Large. Speed. Your base walking speed is 40 feet and your flying speed is 80 feet. If you have a climbing or swimming speed, its base speed is 40 feet. If you have a burrowing speed, its base speed is 20 feet. Darkvision. Your darkvision increases to a radius of
120 feet. Blindsight. Your blindsight increases to a radius of 30 feet. Breath Weapon. The size of your damaging breath weapon increases, as shown on the Young Dragon Breath Weapon table on the following page. The damage of this breath weapon increases to 49 (11d8) damage on a failed save, or half as much damage on a successful one. Multiattack. Your fanged maw and claws are natural weapons, which you can use to make melee weapon attacks. As an action, you can make three attacks: one with your bite and two with your claws. Your bite has a reach of 10 feet. On a hit, you deal piercing damage equal to 2d10 + your Strength modifier. Your claws have a reach of 5 feet. On a hit, you deal slashing damage equal to 2d6 + your Strength modifier. Languages. You can speak, read, and write Common and Draconic. Young Dragon Breath Weapon Dragon
Breath Weapon
Black, Blue, Brass, Bronze, Copper
5 by 60 ft. line
Gold, Green, Red, Silver, White
30 ft. cone
Dragon Transformation Ritual At 5th, 11th, and 17th level, dragon characters receive features that require them to gather a minimum value of treasure and meet a specific age in order to transform into a larger dragon and progress to those levels and beyond. This reflects the natural growth a dragon goes through, but can slow down an adventure when a party consists of both dragon and nondragon PCs. In such cases, a DM might rule that the treasure and age requirements for these levels may be ignored, using the following alternative: Dragon Transformation Ritual. At 5th, 11th, and 17th level, your dragon character may enter a mythical ritual that lasts for 1 hour. The nature of the ritual is up to your DM, and could involve bathing in a magic fountain, praying to a dragon deity in a sanctified temple, or taking a short rest in a dragon's graveyard. During the ritual, you must concentrate as if concentrating on a spell. The ritual is interrupted when you move or take action, or when your concentration breaks. When the ritual has been completed, you gain the benefits of your current level and can continue to earn XP.
Magic Weapons
Starting at 5th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Versatile
At 6th level, you gain proficiency in two skills, tools, or languages of your choice.
Resilient
Beginning at 9th level, you gain proficiency in Dexterity or Wisdom saving throws (your choice).
Become Adult Dragon
At 11th level, your XP cannot exceed 85,000. You do not receive the benefits of 11th level and no longer gain any further XP until the following conditions are met: You must secure a hoard of treasure for yourself, with a total value of 85,000 gp or more. You must be at least 100 years of age. The required age can be attained naturally by taking a deep rest—known as brumation—on your treasure hoard. To enter this rest, you must consume 2,250 pounds of meat (15 sheep or 3 cows) within a 7-day period before beginning the rest. During the brumation you steadily increase in size and have disadvantage on Wisdom (Perception) checks. If you move or take action during this time, you must consume another 320 pounds of meat (2 sheep or half a cow) for every day of activity before you can resume the rest. Once per decade before the age of 100, your rest is interrupted by ravenous hunger.
When this occurs, you must consume another 2,250 pounds of meat within a 7-day period to continue your deep rest. Once enough time has passed for you to be 100 years of age, you emerge from your brumation as an adult dragon. You gain the benefits of 11th level and can continue to earn XP. As an adult dragon, some dragon traits are modified. Those traits not listed here remain unchanged. Ability Score Increase. Your Strength and Constitution scores each increase by 4, and your Intelligence, Wisdom, and Charisma scores each increase by 2, to a maximum
of 28. Age. Adult dragons are a minimum of 100 years old and can grow into ancient dragons at the age of 800. Size. As an adult dragon, your size is Huge. Speed. If you have a burrowing speed, its base speed is
30 feet. Blindsight. Your blindsight increases to a radius of 60 feet. Breath Weapon. The size of your damaging breath weapon increases, as shown on the Adult Dragon Breath Weapon table. The damage of this breath weapon increases to 63 (14d8) damage on a failed save, or half as much damage on a successful one. Adult Dragon Breath Weapon Dragon
Breath Weapon
Black, Blue, Brass, Bronze, Copper
5 by 90 ft. line
Gold, Green, Red, Silver, White
60 ft. cone
Legendary Action
Starting at 11th level, you can take a bonus action on each of your turns in combat. This action can be used only to take the Detect, Tail Attack, or Wing Attack action. Detect
You make a Wisdom (Perception) check. Tail Attack
Your tail is a natural weapon, which you can use to make melee weapon attacks. It has a reach of 15 feet. On a hit, you deal bludgeoning damage equal to 2d8 + your Strength modifier. Starting at 17th level, the reach of your tail attack increases to 20 feet. Legendary Actions The Legendary Action class feature described in this supplement has been modified to be used as a bonus action on the dragon's turn, rather than how some monsters use their legendary actions at the end of another creature's turn. This modification has been made to prevent multiple PCs from taking multiple actions outside of their own turn, which may disrupt the flow of combat and significantly increases the capabities of player characters. If a single dragon character is part of a group of nondragon adventurers, the DM might rule that a dragon PC can use its Legendary Actions in the same way as dragons in the Monster Manual would.
CHAPTER 2 | DRAGON CLASS
10
Wing Attack
You beat your wings. Each creature within 10 feet of you must succeed on a Dexterity saving throw. The DC for this save is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes bludgeoning damage equal to 2d6 + your Strength modifier and is knocked prone. You can then fly up to half your flying speed. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Frightful Presence
Starting at 13th level, as an action or at the start of your Multiattack action, each creature of your choice that is within 120 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC equals 8 + your proficiency bonus + your Charisma modifier. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Legendary Resistance
At 14th level, if you fail a saving throw, you can choose to succeed instead. You can use this feature three times, after which you must finish a long rest to regain any spent uses.
Become Ancient Dragon
At 17th level, your XP cannot exceed 225,000. You do not receive the benefits of 17th level and no longer gain any further XP until the following conditions are met: You must secure a hoard of treasure for yourself, with a total value of 225,000 gp or more. You must be at least 800 years of age. The required age can be attained naturally by taking a deep rest—known as brumation—on your treasure hoard. To enter this rest, you must consume 6,000 pounds of meat (40 sheep or 6 cows) within a 7-day period before beginning the rest. During the brumation you steadily increase in size and have disadvantage on Wisdom (Perception) checks. If you move or take action during this time, you must consume another 850 pounds of meat (6 sheep or 1 cow) for every day of activity before you can resume the rest. Once per century before the age of 800, your rest is interrupted by ravenous hunger. When this occurs, you must consume another 6,000 pounds of meat within a 7-day period to continue your deep rest. Once enough time has passed for you to be 800 years of age, you emerge from your brumation as an ancient dragon. You gain the benefits of 17th level and can continue to earn XP. As an ancient dragon, some dragon traits are modified. Those traits not listed here remain unchanged. Ability Score Increase. Your ability scores each increase by 2, to a maximum of 30. Age. Ancient dragons are a minimum of 800 years old. Your maximum age is 2d10 x your Constitution modifier plus 1,000 years, after which you seek out a dragon's graveyard and die.
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CHAPTER 2 | DRAGON CLASS
Size. As an ancient dragon, your size is Gargantuan. Speed. If you have a burrowing speed, its base speed is 40 feet. Reach. The reach of your claw attacks increases to 10 feet, the reach of your bite and wing attacks increases to 15 feet, and the reach of your tail attacks increases to 20 feet. Breath Weapon. The size of your damaging breath weapon increases, as shown on the Ancient Dragon Breath Weapon table. The damage of this breath weapon increases to 76 (17d8) damage on a failed save, or half as much damage on a successful one. Ancient Dragon Breath Weapon Dragon
Breath Weapon
Black, Blue, Brass, Bronze, Copper
10 by 120 ft. line
Gold, Green, Red, Silver, White
90 ft. cone
Dragon Lord
At 20th level, choose one of the following benefits: Ability Score Increase. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, to a maximum of 30. Dragon Feat. You gain one feat of your
choice from Chapter 4. Epic Boon. With your DM's permission,
you gain one epic boon of your choice from
Chapter 7 of the Dungeon Master's Guide. For every 60,000 XP you earn beyond 710,000 XP, you no longer gain any XP until your treasure hoard has a total value in gold pieces equal to your total XP value and you have spent 60 years in brumation. Each time you meet these requirements, you emerge from your rest and may choose one of the Dragon Lord benefits. You may ignore the brumation and treasure hoard requirements when using the Dragon Transformation Ritual alternative. You may ignore all requirements when using the Level Advancement Without XP variant.
Dragon Archetypes
Different dragons choose different approaches to life. The archetype you choose to emulate reflects your approach.
Brute
The archetypal brute focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine relentless fighting with physical excellence to deal devastating blows. Improved Critical
Beginning when you choose this archetype at 3rd level, your natural weapons score a critical hit on a roll of 19 or 20.
Explorer
Emulating the explorer archetype means accepting your place among the terrors of the wilderness. As you soar the explorer's path, you learn specialized techniques for thriving in the wild and fighting the threats you will unerringly face. Mobile Skirmisher
When you select this archetype at 3rd level, you become difficult to pin down in a fight. Other creatures have disadvantage on opportunity attacks against you, and you can use the Dash action as a bonus action on your turn. Primeval Awareness
Also at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 6 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Sky Master
At 7th level, you gain superior eyesight. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. When flying higher than 5,000 feet, you gain advantage on Dexterity (Stealth) checks and advantage on Dexterity (Deception) checks to appear as a bird of prey, instead of a dragon, to those on the ground. Hide in Plain Sight
Beginning at 10th level, you can roll one additional damage die when determining the extra damage for a critical hit with a natural weapon. This increases to two additional dice at 15th level and three additional dice at 18th level.
Starting at 10th level, whenever you are in a natural terrain you can spend 1 minute to blend into that terrain. During this time, your scales magically take on the color and texture of the surrounding environment, appearing gray and rough like boulders or mossy green in a forest, for instance. Once you are camouflaged in this way, you gain a +1 bonus to AC, which lasts for 8 hours. You can also attempt to hide in plain sight and gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you lose the camouflage and must blend with the terrain again to gain this benefit, though the AC bonus remains for the duration. You can only benefit from the AC bonus once at a time.
Superior Critical
Slow Fall
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised while you are conscious. Brutal Critical
Starting at 15th level, your natural weapons score a critical hit on a roll of 18--20. Relentless
At 18th level, you can keep fighting despite grievous wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Beginning at 15th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level. Primal Slayer
At 18th level, you become an unparalleled hunter. Your Wisdom score increases by 4. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. CHAPTER 2 | DRAGON CLASS
12
Lurker
You focus your abilities on ambush and swift attacks. Those who adhere to this archetype are silent predators with patient cunning. Stealth and obscurement help you catch your prey with deadly efficiency. Dragon Cunning
Beginning when you choose this archetype at 3rd level, you can take a bonus action on each of your turns in combat. This action can only be used to take the Disengage or Hide action. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Dread Ambush
Starting at 7th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Supreme Sneak
Starting at 10th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Dragon Reflexes
When you reach 15th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Sage
The counsel of a sage is sought by dragons and humanoids alike, for all seek a clearer understanding of the past, present, and future. As a sage, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Spellcasting
When you reach 3rd level, you gain the ability to cast spells. You do not require material components for your spells, unless a value in gp is given for its material components. Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Sage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
13
CHAPTER 2 | DRAGON CLASS
For example, if you know the 1st-level spell detect magic and have a 1st-level and 2nd-level spell slot available, you can cast detect magic using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and enchantment spells on the wizard spell list. The Spells Known column of the Sage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier Spell attack modifier = your proficiency bonus +
your Intelligence modifier Sage Spellcasting Dragon Cantrips Spells —Spell Slots per Spell Level— Level Known Known 1st 2nd 3rd 4th 3rd
3
3
2 — — —
4th
3
4
3 — — —
5th
3
4
3 — — —
6th
3
4
3 — — —
7th
3
5
4 2 — —
8th
3
6
4 2 — —
9th
3
6
4 2 — —
10th
4
7
4 3 — —
11th
4
8
4 3 — —
12th
4
8
4 3 — —
13th
4
9
4 3 2 —
14th
4
10
4 3 2 —
15th
4
10
4 3 2 —
16th
4
11
4 3 3 —
17th
4
11
4 3 3 —
18th
4
11
4 3 3 —
19th
4
12
4 3 3 1
20th
4
13
4 3 3 1
Portent
Starting at 7th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Expert Divination
Beginning at 10th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast. The Third Eye
Starting at 15th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or until you take a short or long rest. You can't use this feature again until you finish a rest. Darkvision. The range of your darkvision increases by
60 feet. Blindsight. The range of your blindsight increases by
30 feet. Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. Greater Portent
Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Trickster
Tricksters enhance their feats with magic, learning tricks to cause pranks and other mischief. They puncture pride, mock tyrants, steal from the rich—or poor, and flout hollow traditions. They prefer subterfuge, deception, and theft rather than direct confrontation. Invoke Duplicity
Beginning when you choose this archetype at 3rd level, you can create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion apppears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can perceive the surroundings of your duplicate as if you were in its position, simultaneously to using your senses from your own position. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Once you use this feature, you must finish a short
or long rest before you can use it again. Vanish
Starting at 7th level, you can use your action to
become invisible until the end of your next turn.
You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Dabbler of Magic
At 10th level, you learn the mage hand cantrip plus two other cantrips of your choice from the bard spell list. The mage hand takes the appearance of a spectral dragon's claw. In addition, choose three spells from that same list that are 3rd level or lower. You learn those spells and can cast each of them once at their lowest level. You regain the use of any spells you have cast after you have finished a long rest. Your spellcasting ability for these spells is Charisma. Versatile Trickster
When you reach 15th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral claw created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of your turn. Spell Thief
At 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level. For the next 8 hours, you know the spell and can cast it once without using a spell slot. The spell's original caster can't cast that spell again until the 8 hours have passed. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
CHAPTER 2 | DRAGON CLASS
14
Chapter 3: Appearance and Personality Dragons are defined by much more than their subrace and archetype. They're individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This section expounds on the details that distinguish dragons from one another, including the basics of name, physical description, and the finer points of personality and alignment.
d100 Name
d100 Name
01-02 Akambherylliax
51-52 Linxakasendalor
03-04 Argenthrixus
53-54 Mohradyllion
05-06 Baharoosh
55-56 Mystan
07-08 Beryntolthropal
57-58 Nemmonis
Your dragon's name and physical description might be the first things that the other players at the table learn about you. It's worth thinking about how these characteristics reflect the character you have in mind.
09-10 Bhenkumbyrznaax
59-60 Norixius
11-12 Caavylteradyn
61-62 Ophinshtalajiir
13-14 Chumbyxirinnish
63-64 Orexiajandilin
15-16 Clethtinthiallor
65-66 Pfaphnyrennish
Name
17-18 Daardendrian
67-68 Phrahdrandon
19-20 Delmirev
69-70 Pyraxtallinost
21-22 Dhyrktelonis
71-72 Qyxpahrgh
23-24 Ebynichtomonis
73-74 Raghthroknaar
25-26 Esstyrlynn
75-76 Shestendeliath
27-28 Fharngnarthnost
77-78 Skaarzborrosh
29-30 Ghaallixirn
79-80 Sumnarghthrysh
31-32 Grrrmmballhyst
81-82 Tiammanthyllish
33-34 Gygazzylyshrift
83-84 Turnuroth
35-36 Hashphronyxadyn
85-86 Umbyrphrael
37-38 Hshhsstoroth
87-88 Vangdondalor
39-40 Imbixtellrhyst
89-90 Verthisathurgiesh
41-42 Jerynomonis
91-92 Wivvyrholdalphiax
43-44 Jharthraxyn
93-94 Wystongjiir
45-46 Kerrhylon
95-96 Xephyrbahnor
47-48 Kimbatuul
97-98 Yarjerit
49-50 Lhamboldennish
99-00 Zzzxaaxthroth
Character Details
Some players have a knack for coming up with a name for their character, while others find that task more of a challenge. The Dragon Names tables are examples of names your dragon character may have. You can select from the possibilities here, or use dice to determine a name. A nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit. Some examples are: Climber, Earbender, Leaper, Pious, Shieldbiter, or Zealous. Young dragon and older may also have monikers, gained by reputation. The Dragon Moniker Generator table gives examples of such monikers. Dragon Moniker Generator d20 First Part
15
Dragon Names
d20 Second Part
1
The [insert color]
1
Brute
2
The Flying
2
Explorer
3
The Staggering
3
Lurker
4
The Laughing
4
Sage
5
The Toothy
5
Trickster
6
The Menacing
6
Colossus
7
The Wise
7
Mountain
8
The Towering
8
Misfortune
9
The Slaughtering
9
Beast
10 The Leering
10
Behemoth
11 The Sleeping
11
Carnage
12 The Leaping
12
Inspiration
13 The Roaring
13
Mystic
14 The Frowning
14
Relic
15 The Lonely
15
Titan
16 The Wandering
16
Maw
17 The Mysterious
17
Marauder
18 The Deceiving
18
King/Queen
19 The Hungry
19
Lord/Lady
20 The Gleaming
20
Ghost
CHAPTER 3 | APPEARANCE AND PERSONALITY
Physical Characteristics
Your dragon subrace defines much of your physical characteristics, such as the color of your scales and shape of your horns or frills. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a different tinge or hue of scales, such as pink instead of red.
Personal Characteristics
The following tables provide suggested personal characteristics for wyrmling characters, based on the outlander and urchin backgrounds. You can pick characteristics, roll dice to determine them randomly, or use these suggestions as inspiration for characteristics of your own creation. Give your dragon character two personality traits, one ideal, one bond, and one flaw. As your dragon character ages into a young, adult, and ancient dragon, your personal characteristics are likely to change due to increased experiences and a different perspective on life. You can elaborate on existing characteristics, create entirely new ones, or modify other personal characterics suggestions from chapter 4 of the Player's Handbook. d8 Personality Trait
d6 Ideal 1 Respect. All creatures deserve respect. (Good) 2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
2 I ask a lot of questions.
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
3 I like to squeeze into small places where no one else can get to me.
4 Retribution. The powerful need to be shown what life and death out in the open are like. (Evil)
4 I sleep with my back to a wall or tree, with everything I own gathered beneath me.
5 Dragons. I help the dragons who help me. It's what keeps us alive. (Neutral)
5 I eat like a pig and have bad manners. 6 I think anyone who's nice to me is hiding evil intent.
6 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
7 I don't like to bathe.
d6 Bond
1 I hide scraps of food and trinkets away in my lair.
8 I bluntly say what other people are hinting at or hiding.
1 My lair is my home, and I'll fight to defend it. 2 I owe my life to another dragon who taught me how to survive in the wilderness. 3 No one else should have to endure the hardships I've been through. 4 An injury to the unspoiled wilderness of my home is an injury to me. 5 I am the last of my kin, and it is up to me to ensure my name enters legend. 6 My siblings are the most important creatures in my life, and I will do anything to protect them. d6 Flaw 1 If I'm outnumbered, I will run away from a fight. 2 My thirst for treasure cannot be quenched, and I'll do just about anything for more of it. 3 I will never fully trust anyone other than myself. 4 I'd rather kill someone in their sleep then fight fair. 5 It's not stealing if I want it more than someone else. 6 Dragons who can't take care of themselves get what they deserve.
CHAPTER 3 | APPEARANCE AND PERSONALITY
16
Chapter 4: Customization Options The combination of ability scores, subrace, and subclass defines your dragon character's capabilities in the game, and the personal details you create set your character apart from every other dragon. But this chapter is for players who—with the DM's permission—want to go a step further. This chapter defines three optional sets of rules for customizing your dragon character: multiclassing, feats, and dragon barding. Your DM decides whether these options are available in a campaign.
Multiclassing
Rules on multiclassing are described in chapter 6 of the Player's Handbook. Dragon characters must follow these rules when deciding to multiclass. At first level, your class is always dragon. Whenever you gain a level after 1st, you have the option of gaining a level in one of the classes described in the Player's Handbook, instead of gaining a level in the dragon class.
Prerequisites
The ability score prerequisites for your new class increase to 17, instead of 13, as shown in the Multiclassing Prerequisites table in chapter 6 of the Player's Handbook.
Gaining Levels
You use the experience point cost from your dragon class to determine whenever you gain a level, as shown in the Dragon Class Features table in chapter 2. When using milestones for gaining levels, you use the Dragon Level Advancement Without XP table from chapter 2 to determine whenever you gain a level.
Hit Points and Hit Die
Regardless of the class in which you gain a level, you gain the hit points and hit dice of your dragon class whenever you gain a level, as shown in the Class Features section of chapter 2.
Proficiencies
When you gain a level in a class other than your first, you gain none of that class’s starting proficiencies.
Feats
A dragon feat represents a talent or an area of expertise that gives a dragon special capabilities. It embodies training, experience, and abilities beyond what your class provides. At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a dragon feat of your choice instead. You can take each feat only once, and you must meet any prerequisite specified in a feat to take that feat. Alternatively, you can select a feat from chapter 6 in the Player's Handbook instead of one of the dragon feats described here.
Change Shape
Prerequisite: Adult Dragon or older As an action, you magically polymorph into a humanoid or beast that has a challenge rating no higher than your level, or back into your true form. You revert to your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain your alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this feat. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Dragon Barding
You have trained to master the use of dragon barding, as shown on the following page. You gain the following benefits: Increase your Strength score by 1, up to your ability score maximum. You gain proficiency with dragon barding. 17
CHAPTER 4 | CUSTOMIZATION OPTIONS
Innate Spellcasting
Prerequisite: Young Dragon or older You can innately cast a number of spells equal to your Charisma modifier. When this modifier changes, your number of known spells changes with it. Each spell can be cast once, requiring no material components. You regain the use of each spell after finishing a long rest. The chosen spells can be of any class's spell list and may be no higher than 3rd level as a young dragon, 5th level as an adult dragon, and 7th level as an ancient dragon. You can switch out any spells in exchange for other spells once at 11th level and once at 17th level. Your spellcasting ability for these spells is Charisma.
Lair Actions
Prerequisite: Adult Dragon or older Your lair must contain at least half your total treasure hoard and you must spend at least 100 days per year resting on that hoard for this feat to function. You gain the lair actions and regional effects of your dragon subrace. Your DM has the information and abilities of these actions and effects. You may have only one such lair at a time.
Dragon Barding
Dragon barding is armor designed to protect a dragon’s head, neck, chest, and body. Any type of armor shown on the Dragon Barding table can be obtained during an adventure. Chapter 5 of the Player's Handbook explains the basic rules on wearing armor and how to interpret the Dragon Barding table. If a dragon wears armor that it lacks proficiency with, the dragon has disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and it can’t cast spells.
Lifting and Carrying
When using dragon barding in your campaign, the amount of weight your dragon character can bear may become relevant. Carrying Capacity. Your carrying capacity is the weight (in pounds) that you can carry, which is high enough that most dragons don’t usually have to worry about it. This capacity is determined by your age category, as shown in the Carrying Capacity table. Carrying Capacity Age Category
Weight
Wyrmling
your Strength score x15
Young Dragon
your Strength score x30
Adult Dragon
your Strength score x60
Ancient Dragon
your Strength score x120
You can push, drag, or lift a weight in pounds up to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Variant: Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a dragon is hindered by weight. When you use this variant, ignore the Strength column of the Dragon Barding table. Encumbered. If you carry weight in excess of one-third of your carrying capacity, your speed drops by 10 feet. Heavily Encumbered. If you carry weight in excess of twothirds of your carrying capacity, up to your maximum carrying capacity, your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Dragon Barding Barding
Cost
Armor Class (AC)
Strength
Stealth
Weight
Leather
30 gp
+1
—
—
10 lb.
Chain mail
300 gp
+2
Str 15
Disadvantage
55 lb.
Plate
3,000 gp
+3
Str 17
Disadvantage
65 lb.
Leather
60 gp
+1
—
—
20 lb.
Chain mail
600 gp
+2
Str 17
Disadvantage
110 lb.
Plate
6,000 gp
+3
Str 19
Disadvantage
130 lb.
Leather
150 gp
+1
—
—
40 lb.
Chain mail
1,500 gp
+2
Str 19
Disadvantage
220 lb.
Plate
15,000 gp
+3
Str 21
Disadvantage
260 lb.
Leather
300 gp
+1
—
—
100 lb.
Chain mail
3,000 gp
+2
Str 21
Disadvantage
550 lb.
Plate
30,000 gp
+3
Str 23
Disadvantage
650 lb.
Wyrmling
Young Dragon
Adult Dragon
Ancient Dragon
18
Chapter 5: Draconic Pantheon The Draconic Pantheon is a group of dragon deities who are worshipped by many true dragons and other reptilian species. Io is the chief deity of the Draconic pantheon, and its most powerful member. His primary duty is to oversee his offspring, and he rarely takes sides in conflicts between dragons. The Draconic pantheon do not have a central plane, but are scattered across the multiverse, each to their own lair. They act largely independently from one another. Aasterinian is the weakest of the pantheon. As a mere demigod, she is more readily capable of travel to the material plane, and is often sent by Io to resolve notable conflicts between dragons. Members of the draconic pantheon are primarily worshipped by true dragons. Unlike the common human religions, there are few organized religious practices among dragons, and individual practices vary. Worship of the entire draconic pantheon as a group is rare, and few dragons become clerics of their deity. Not all dragons even worship a deity, although it is common for them to at least hold a level of reverence for the draconic gods, even though among the humanoid races there are many cults of worship to draconic deities. Such worship is most common among reptilian species, including half-dragons, lizardfolk, and troglodytes.
Io
Io, the Ninefold Dragon, is the progenitor of the dragon gods. The other members of the dragon pantheon are his offspring, and all true dragons ultimately trace their lineage to Io. He is the chief deity worshipped by dragons—god of dragonkind, balance, and peace. He is seen by his people as the creator of all things. He is neutral in alignment, but he also contains within him all other alignments. His symbol is a multi-colored metallic disk. Io is unfathomably large—it is said the largest dragon who ever lived is smaller than a single one of his scales, which are blue, gold, brass, or red, and edged with silver and dark purple. He can, and does, appear as any age or breed of dragon, however.
Io is paired with Chronepsis, who is seen as a re-enfolding that balances Io's extension of being into the worlds. As Io becomes all things, Chronepsis draws them back into himself. They are seen as brothers and represented in a complex symbol involving a nine-headed dragon swallowing its nine tails. Io cares for nothing but his children, dragonkind, as a whole. If an individual dragon jeopardizes the safety of the draconic races, he will oppose it. He prefers to remain aloof from conflicts between dragons, however. Io is revered by dragons as the creator of the multiverse and of their race. He is also worshiped by some half-dragons, kobolds, lizardfolk, troglodytes, and even some humans. Io has fewer clerics than most draconic deities, though even the most devout cleric of other dragon gods (and many of Kurtulmak) gives him some homage. Clerics of Io have no hierarchy or fixed dogma—each interprets the Ninefold Dragon differently, worshiping him in one of his many aspects. Red dragons worship him as an evil being, while gold dragons revere him as a paragon of good. Those who would become Io's clerics seek to rid themselves of all such biases, though some never succeed. Dragon gods, in general, have few temples. There are shrines in Io's honor, usually taking the form of open-air constructions surrounded by pillars and topped with domes. These shrines are placed in open terrain—the middle of a desert, for example, the center of a valley, atop the peak of a mountain, or on a vast, treeless plain. There is one construct known as the Shrine of Io, a massive dragon skeleton, large enough for any dragon to walk into. Within the shrine lies the sacred hoard, a massive treasure accumulated over time by offerings made by countless dragons to Io. Io's rituals involve the blending of many things in a whole, reflecting Io's own nature. One common ritual involves drinking wine with a drop of blood from each participant dissolved in it. Prayers to Io are deep and resonating, taking the form of supplication or (for half-dragons) plaintive questions.
Dragon Pantheon Deity
19
Alignment Suggested Domains Symbol
Io, progenitor of the dragon gods
N
Knowledge, Peace
Multi-colored metallic disk
Aasterinian, dragon goddess of invention
CN
Trickery, Twilight
Grinning dragon's head
Astilabor, dragon goddess of wealth
N
Arcana, Forge
Heap of gold coins
Bahamut, dragon god of good
LG
Life, War
Dragon's head in profile
Chronepsis, dragon god of fate
N
Death, Grave
Unblinking draconic eye
Falazure, dragon god of decay
NE
Death, Trickery
Draconic skull
Garyx, dragon god of destruction
CE
Nature, Tempest
Reptilian eye within a red flame
Hlal, dragon goddess of humor
CG
Knowledge, Light
Open book
Lendys, dragon god of justice
LN
Light, Order
Sword balanced on the point of a needle
Tamara, dragon goddess of life
NG
Life, Light
Seven-pointed star on a black field
Tiamat, dragon goddess of evil
LE
Trickery
Dragon head with five claw marks
CHAPTER 5 | DRACONIC PANTHEON
Astilabor
Astilabor, the Hoardmistress, is the neutral draconic god of wealth and acquisition. She represents the desire in all dragons to acquire wealth and power. However, she dislikes greed. She cannot abide thievery unless such an act is done in the name of building one's hoard. All of Astilabor's followers are neutral in some some aspect of their alignment. She discourages her clerics from becoming involved in draconic politics and seeks to reward dragons with unusually impressive hoards.
Bahamut
Bahamut, the Platinum Dragon, is the god of the goodaligned metallic dragons. He is particularly revered by gold, silver and bronze dragons, though all good-aligned dragons hold some reverence for Bahamut, and even evil-aligned have grudging respect for his strength. Bahamut is also referred to as the King of the Good Dragons or the Lord of the North Wind and is depicted as a massive dragon with platinum scales and blue eyes. The exact color of his scales is hard to specify and may depend on Bahamut's mood.
Chronepsis
Chronepsis, the Watcher, is a disinterested neutral dragon deity of fate, death, and judgment. He appears as a colorless dragon with dull, decaying skin through which yellowed bones poke, making him an outsider in the struggle between metallic and chromatic dragons. Worshippers of Chronepsis do not pray, as they know their prayers will go unanswered and unheeded. Instead, they contemplate the nature of death and life. They may go on quests to retrieve the corpses of dead dragon-blooded creatures to intern them in temples, or protect a dying dragon from molestation by others.
Falazure
Falazure, the Night Dragon, is the neutral evil dragon god of undeath, decay, and exhaustion. He is a wretched, creeping thing no longer able to fly, but he has a gravely terrible beauty nonetheless. He is vast and sleek, with silver-edged scales of midnight blue and vestigial wings. He may also appear as a handsome human or comely elf. Falazure is a brilliant, gifted master of disguise, and lacks his sister Tiamat's recklessness. He requires a continuous stream of death to maintain his beauty and perfection. If he goes without death for too long, he becomes gaunt and skeletal. Falazure is worshipped by shadow dragons and dracoliches. He is revered by many necromancers of nondraconic races as well, and by intelligent undead. Among the dragon gods, only Bahamut and Tiamat have more nondraconic followers than Falazure.
Garyx
Garyx, Cleanser of Worlds, is a chaotic evil red dragon god of fire, destruction, and renewal. Garyx symbolizes the sheer power and destructive force of dragonkind and has gold scales that sometimes shimmer red. Some argue that Garyx is actually insane. Garyx pays little or no attention to his clerics and worshippers, but they do not care. Some druids revere the renewing aspect of Garyx, knowing that some devastation is always necessary for rejuvenation to occur.
Hlal
Hlal, the Keeper of Tales, is a chaotic good copper dragon goddess of storytelling and humor. She is a sleek, copper colored dragon with a ready grin and a happy glint in her eye. Of the dragon gods, she is the most friendly to non-dragons. She enjoys sharing stories and songs with those who appreciate such things, regardless of the listener's race or background. Hlal has little use for tyrants, and even less patience for cruelty or bullying. She teaches that one must be free of restraint, whether real or psychological, in order to freely express one's opinions. Hlal's priests are often bards, using music and poetry to spread their faith. Places of worship are usually simple shrines, which can be packed up and moved to the next town at a moment's notice.
Lendys
Lendys, Scale of Justice, is the lawful neutral god of balance and justice, whose duty it is to avenge wrongs committed against dragonkind. In his natural form, Lendys is a huge, wingless platinum dragon with tarnished scales, and his eyes gleam with brilliant beams of light. Unlike Chronepsis, who judges dragons after they die, Lendys metes out justice during a dragon's life. The clerics and paladins of Lendys are justice-bringers, often serving as judges and arbiters for local communities.
Tamara
Tamara, Her Beneficence, is the neutral good draconic goddess of light, life, and mercy. In her natural form, Tamara is a huge, wingless platinum dragon with burnished scales, slightly smaller than Lendys. She radiates a comfortable aura of warmth and love, her eyes shining with the brightness of the sun itself. Tamara is the kindest and most benevolent of the draconic deities. As consort of Lendys, she always strives to temper his hard-edged justice with a sense of forgiveness. Tamara's faith has a reputation of being peaceful and merciful, but her worshipers won't hesitate to stand against evil or tyranny if they need to.
Tiamat
Tiamat is the five-headed queen of the evil chromatic dragons. She has one head for each customary color of chromatic dragon (black, blue, green, red, white), and each head has the powers of a member of the respective race of dragonkind. Her body is a blending of various chromatic dragon forms with an appropriately multicolored hide. Tiamat is a greedy, vain, and arrogant goddess who embodies all the strengths of evil dragonkind, and few of their weaknesses. Tiamat is most concerned with spreading evil, defeating good, and propagating chromatic dragons. Bahamut is her archnemesis. Although she is not averse to razing the occasional village, her true schemes are subtle and hard to detect. From the shadows she moves her puppets' strings, and she never forgives a slight. The Queen of Evil Dragons demands reverence, homage, supplication, and tribute from her subjects, who are preoccupied with gathering treasure and undermining other faiths. Few humanoids worship Tiamat, but her children, the chromatic dragons, all acknowledge her sovereignty. Blue and green dragons obey her most readily. CHAPTER 5 | DRACONIC PANTHEON
20
Bahamut
Gargantuan celestial, lawful good Armor Class 25 (natural armor) Hit Points 615 (30d20 + 300) Speed 60 ft., fly 150 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10) 14 (+2) 30 (+10) 26 (+8) 26 (+8) 28 (+9) Saving Throws Str +19, Wis +17, Cha +18 Skills Arcana +17, Perception +26, Religion +17 Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned Senses darkvision 240 ft., truesight 120 ft., passive Perception 36 Languages Celestial, Common, Draconic Challenge 30 (155,000 XP)
Change Shape. Bahamut magically polymorphs into a humanoid or beast of any challenge rating, or back into his true form. Any equipment he is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Discorporation. When Bahamut drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Mount Celestia, and he is unable to take physical form for a time.
Legendary Actions
Innate Spellcasting (3/Day). Bahamut can innately cast divine word (spell save DC 26). His spellcasting ability is Charisma. Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead. Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects. Magic Weapons. Bahamut's weapon attacks are magical. Regeneration. Bahamut regains 30 hit points at the start of his turn.
Actions Multiattack. Bahamut can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
21
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one creature. Hit: 28 (4d8 + 10) bludgeoning damage. Frightful Presence. Each creature of Bahamut's choice that is within 240 feet of Bahamut and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bahamut's Frightful Presence for the next 24 hours.
CHAPTER 5 | DRACONIC PANTHEON
Bahamut can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bahamut regains spent legendary actions at the start of his turn. Detect. Bahamut makes a Wisdom (Perception) check.
Tail Attack. Bahamut makes a tail attack.
Cold Breath (Costs 2 Actions). Bahamut exhales an icy
blast in a 90-foot cone. Each creature in that area
must make a DC 27 Constitution saving throw,
taking 67 (15d8) cold damage on a failed save, or
half as much damage on a successful one.
Paralyzing Breath (Costs 2 Actions). Bahamut exhales
paralyzing gas in a 90-foot cone. Each creature in
that area must succeed on a DC 27 Constitution
saving throw or be paralyzed for 1 minute. A crea-
ture can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. Disintegrating Roar (Costs 3 Actions). Bahamut emits a
magical roar. Each creature of Bahamut's choice
within 500 feet of him and able to hear the roar
must make a DC 27 Constitution saving throw,
taking 96 (16d6 + 40) force damage on a failed
save. If this damage reduces a creature to 0 hit
points, it is disintegrated. A disintegrated creature
and everything it is wearing and carrying, except
magic items, are reduced to a pile of fine gray dust.
The creature can be restored to life only by means of
a true resurrection or a wish spell.
Tiamat
Gargantuan fiend, chaotic evil Armor Class 25 (natural armor) Hit Points 615 (30d20 + 300) Speed 60 ft., fly 120 ft.
STR
DEX
CON
INT
WIS
CHA
Frightful Presence. Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.
30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9)
Legendary Actions
Saving Throws Str +19, Dex +9, Wis +17 Skills Arcana +17, Perception +26, Religion +17 Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned Senses darkvision 240 ft., truesight 120 ft., passive Perception 36 Languages Common, Draconic, Infernal Challenge 30 (155,000 XP)
Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Magic Weapons. Tiamat's weapon attacks are magical. Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions in spent. Regeneration. Tiamat regains 30 hit points at the start of her turn.
Actions Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one creature. Hit: 28 (4d8 + 10) piercing damage.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft.,
one target. Hit: 32 (4d10 + 10) slashing damage
plus 14 (4d6) acid damage (black dragon head),
lightning damage (blue dragon head), poison
damage (green dragon head), fire damage (red
dragon head), or cold damage (white dragon head).
Black Dragon Head: Acid Breath (Costs 2 Actions).
Tiamat breathes acid in a 120-foot line that is 10
feet wide. Each creature in that line must make a
DC 27 Dexterity saving throw, taking 67 (15d8) acid
damage on a failed save, or half as much damage on
a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).
Tiamat breathes lightning in a 120-foot line that is
10 feet wide. Each creature in that line must make a
DC 27 Dexterity saving throw, taking 88 (16d10)
lightning damage on a failed save, or half as much
damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions).
Tiamat breathes poisonous gas in a 90-foot cone.
Each creature in that area must make a DC 27
Constitution saving throw, taking 77 (22d6) poion
damage on a failed save, or half as much damage on
a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions).
Tiamat breathes fire in a 90-foot cone. Each creature
in that area must make a DC 27 Dexterity saving
throw, taking 91 (26d6) fire damage on a failed save,
or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions).
Tiamat breathes an icy blast in a 90-foot cone. Each
creature in that area must make a DC 27
Constitution saving throw, taking 72 (16d8) cold
damage on a failed save, or half as much damage on
a successful one.
CHAPTER 5 | DRACONIC PANTHEON
24
Chapter 6: Adventure Ideas What adventures might dragon characters undertake? What villains and monsters are associated with them? How might dragons get entangled in the divine schemes of the dragon gods? This chapter briefly explores these questions, providing some advice for players to create their own exciting stories.
Council of Wyrms
Council of Wyrms is a Dungeons & Dragons setting and boxed set, published in 1994 for AD&D 2nd edition. The adventures of this setting occur in the Io's Blood Isles, a string of islands representing all major climates, separated from the rest of its self-contained world by vast oceans. The dragons on the islands are described as having a loose democratic government with a caretaker. Each dragon clan led by an ancient dragon gets a vote on issues before the Council of Wyrms. The caretaker only gets a vote on tied issues. Thus, dragonkind (chromatic, gem, and metallic) cooperates and makes decisions on issues affecting dragon welfare. Humanoids are not native to the islands, and those who come to the islands are mostly adventurous dragon slayers. According to the draconic myth described in the setting, the islands were created by the dragon god Io. Seeing his children, the dragons, engulfed in dragon war, Io cried out: "If dragon blood must be spilled, then let it be mine!" He then slashed open his belly with his own claws and spilled his blood into the oceans. The divine blood solidified and became a chain of islands. These islands Io gave to the dragons, hoping that they would be able to live there in peace. The dragons, of course, failed to live together peacefully. Almost as soon as they had moved to the new islands, they began their brutal conflicts over petty grievances once more. Io came up with a second plan to bring the dragons together. He hoped to unite them against a common enemy. Io sent to the humanoids an icon of his power, an avatar. He told them dragon secrets and gave them powers to slay dragons with. He then commanded them to construct a great fleet and sail across the ocean to rid the blood islands of dragons. With his plan complete, Io watched from his plane of existence. The humanoids arrived on the Io's Blood Isles and immediately began to systematically eliminate all dragons. The dragons were forced to end their wars and fight the common enemy: humanoids. The dragons were almost eliminated, but they managed to drive off the invaders, but only by working together. Io's heart warmed. He had finally forced the dragons to make peace. But, for the third time, the dragons started warring once more. Io was furious. After he had done so much for them, they insult him yet again? He had had enough. He was ready to try one more plan, and if that didn't work, then he would abandon the dragons forever. Io sent visions to three different dragons, paragons and leaders of their various races (being chromatic, gem, and metallic). The gem dragon received a vision of a great council, where dragons may discuss disputes and resolve matters peacefully. The chromatic dragon had a dream of a fighting arena, where unresolved problems would be solved via a duel of strength, where whichever dragon landed first would lose. 25
CHAPTER 6 | ADVENTURE IDEAS
The metallic dragon had a dream of a hatchery where all dragon eggs were together, born amongst each other, seeing themselves as kin. The three dragons came together and discussed their visions. In the end, they worked together to create the Council of Wyrms. Peace reigned and the great dragon war ended. Io was pleased.
Dragonlance
The Dragonlance world is described in dozens of books and novels. The setting contains numerous characters, an extensive timeline, and a detailed geography. Dragonlance is set on the world of Krynn. The majority of its stories take place in the various regions of Ansalon, a small continent, though some have taken place on the continent of Taladas, located northeast of Ansalon. The world's major gods are the High God and his children: good Paladine, neutral Gilean, and evil Takhisis. The gods are opposed by Chaos, who seeks to destroy Krynn. Depending on the time period, the evil chromatic and the good metallic dragons are rare or plentiful. Humans are Krynn's most common humanoid race, but elves, dwarves, kender, gnomes, and minotaurs occupy the world as well. Clerics derive magical powers from their gods, and wizards derive their power from the three moon gods, good Solinari, neutral Lunitari, and evil Nuitari. During Krynn's various wars, armies of draconians are used as troops. Draconians are created by corrupting a dragon egg, thereby creating a reptilian humanoid. Any dragon egg can be used to make a draconian, although the ones most commonly used are good dragon eggs because the evil kings want more evil dragons to hatch. Appendix B of the Player's Handbook provides more information on the deities of Dragonlance.
Tyranny of Dragons
In an audacious bid for power, the Cult of the Dragon leads the charge in an unholy campaign to bring Tiamat back to Faerûn. Alongside their chromatic dragon allies and the Red Wizards of Thay, they sweep from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together to fight the cult. The heroes must succeed, or Faerûn will succumb to draconic tyranny. In the end, the world will never be the same. As dragon characters, players could be part of the resistance against the dragon queen, or even join the Cult of the Dragon's side in ensuring the Rise of Tiamat. Tyranny of Dragons is the first adventure set published by Wizards of the Coast after the Starter Set's Lost Mine of Phandelver. It was in development by Kobold Press during D&D 5th Edition's development, and thus the original book releases were filled with inconsistencies and errors (that have since been ironed out) due to incomplete information about the system. The newly released Tyranny of Dragons book print has rebalanced encounters and includes the errata from the previous releases.
Appendix A: Class Options This appendix provides options for non-dragon fighter and paladin characters. They are highly suitable for any dragonthemed adventure.
Fighter
At 3rd level, a fighter gains the Martial Archetype feature. Here is an option for that feature: Dragon Cultist.
Dragon Cultist
Fighters initiated in the Dragon Cultist archetype swear allegiance to Tiamat, Queen of Evil Dragons. These fighters exhibit many of the tendencies shared by chromatic dragons. They decorate their arms and armor with dragon motifs, venerate chromatic dragons, and seek to rid the world of metallic dragons and the meddling of Bahamut. Dragon Fanatic
Beginning when you choose this archetype at 3rd level, you can speak, read, and write Draconic. Choose one type of chromatic dragon as your patron. The damage type associated with each dragon is used by features you gain later. Dragon Patron Dragon
Damage Type
Black
Acid
Blue
Lightning
Green
Poison
Red
Fire
White
Cold
You also have advantage on saving throws against being charmed or frightened. While you can see a dragon, you ignore the effects of being charmed or frightened. Orb of Dragon's Breath
At 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Strength or Dexterity modifier (your choice) to its attack and damage rolls. On a hit, its deals 1d8 damage of the type associated with your dragon patron. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. Limited Flight
Soul of the Dragon
Starting at 15th level, your affinity with dragons becomes more powerful. You gain immunity to the damage type associated with your dragon patron. Additionally, you gain a +1 bonus to AC while wearing armor. Tiamat's Blessing of Retribution
At 18th level, when you take damage that reduces you to 0 hit points, you immediately regain 20 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.
Paladin
At 3rd level, a paladin gains the Sacred Oath feature. Here is an option for that feature: Oath of the Dragon King.
Oath of the Dragon King
Paladins that take up the Oath of the Dragon King bind themselves to Bahamut, King of Good Dragons. Sometimes called dragon knights or dragon riders, these paladins hold many of the virtues shared by metallic dragons. They decorate their arms and armor with dragon motifs, venerate metallic dragons, and seek to rid the world of chromatic dragons and the machinations of Tiamat. Tenets of the Dragon King
The Oath of the Dragon King follows an ancient draconic code that places a strong emphasis on the honor and teachings of Bahamut. Justice and Good Above All. Uphold just laws and righteous deeds. Stand up against injustice with swift action. Respect to Righteous Innocence. Behold the beauty of the uncorrupted. Cherish it, and let it not fall into darkness. Protection to the Lesser Races. Aid others, protect the weak, and punish those who threaten them. Correction to the Enemy. Show mercy to your foes, but temper it with wisdom. A life that can be redeemed is a life that should not be slain. Forbearance for Oneself. Exercise patient self-control, restraint, and tolerance. Let the chaos of the world leave you unaffected. Oath Spells
You gain oath spells at the paladin levels listed. Oath of the Dragon King Spells Paladin Level Spells
Starting at 7th level, you can use a bonus action to gain a flying speed of 30 feet until the end of your turn.
3rd
detect evil and good, feather fall
5th
animal messenger, calm emotions
Heart of the Dragon
9th
daylight, spirit guardians
13th
freedom of movement, guardian of faith
17th
dispel evil and good, greater restoration
At 10th level, your affinity with dragons grants you resistance to the damage type associated with your dragon patron. You also gain blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. If you already have darkvision, the range of your darkvision increases by 60 feet.
APPENDIX A | CLASS OPTIONS
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Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Dragon Spirit. As an action, you summon the spectral image of an adult metallic dragon centered around you and moving with you, using your Channel Divinity. For 1 minute, any creature that is hostile to you receives radiant damage equal to your Charisma modifier when they start their turn within 5 feet of you or move within 5 feet of you during their turn. Abjure Dragon. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one dragon within 60 feet of you that you can see. That dragon must make a Wisdom saving throw with disadvantage, unless it is immune to being frightened. On a failed save, the dragon is frightened for 1 minute or until it takes any damage. While frightened, the dragon's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes damage.
Dragon Companion
Starting at 7th level, when you cast the find steed spell, you can summon a celestial dragon that uses the statistics of a wyrmling. Choose from brass, bronze, copper, gold, or silver dragon wyrmling. The wyrmling has the celestial type.
Dragon Mount
Beginning at 15th level, when you cast the find steed spell using a spell slot of 4th level or higher (or when casting the find greater steed spell when using Xanathar's Guide to Everything), you can summon a celestial dragon that uses the statistics of a young dragon. Choose from brass, bronze, copper, gold, or silver young dragon. The young dragon has the celestial type.
Dragon Soul
At 20th level, as an action, you can polymorph into an adult dragon. Choose from brass, bronze, copper, gold, or silver adult dragon. The transformation lasts for 1 minute. It ends early if you drop to 0 hit points or die. Your game statistics, including mental ability scores, are replaced by the statistics of the new form, except for its lair actions. You retain your alignment, personality, and known languages. You assume the hit points of the new form, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment. Once you use this feature, you can't use it again until you finish a long rest.
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APPENDIX A | CLASS OPTIONS
Changelog Version 2.3 (August 16th, 2021)
Introduction. The following sentence has been added: "If there are nondragon player characters in your adventuring group, make sure beforehand that everyone agrees to having dragon PCs among them."
Customizing Ability Scores. The Introduction section now allows for the 27 point-buy variant for determining ability scores. Once the scores are determined, dragon PCs gain an additional +1 bonus to each ability score.
Level Advancement Without XP. Chapter 2 now provides a Dragon Level Advancement Without XP table for groups that use milestones for gaining levels. Since dragon PCs require a higher XP cost to gain a level, they are designed to fall behind at certain milestone levels, as specified in the table.
Dragon Transformation Ritual. The following words have been added to the last sentence: "and can continue to earn XP."
Versatile (6th level). Fast Learner has been renamed Versatile.
Dragon Lord (20th level). The following sentences have been added: "You may ignore the brumation and treasure hoard requirements when using the Dragon Transformation Ritual alternative. You may ignore all requirements when using the Level Advancement Without XP variant."
Multiclass. The Experience Points section in chapter 4 has been renamed Gaining Levels. The following sentence has been added: "When using milestones for gaining levels, you use the Dragon Level Advancement Without XP table from chapter 2 to determine whenever you gain a level." Version 2.3.1 (August 16th, 2021)
Multiclass. A Proficiencies section has been added, reading: "When you gain a level in a class other than your first, you gain none of that class’s starting proficiencies."
Dragon Barding. Gaining proficiency in dragon barding now requires a feat, which is detailed in chapter 4.
Version 2.2 (August 15th, 2021)
Dragon Transformation Ritual. The image of a young brass dragon in chapter 2 has been replaced by a sidebar, providing an alternative (quickened) method for dragon characters to progress to the Young, Adult, and Ancient dragon age categories.
Version 2.1 (August 14th, 2021)
Added Changelog. This changelog has been added, in addition to its entry in the index on page 1.
Brute. Where the Brute archetype's Improved Critical, Brutal Critical, and Superior Critical used to read 'unarmed strike', it now reads 'natural weapon'.
Explorer. The number of times the Explorer archetype's Primeval Awareness can now be used per long rest equals the dragon's proficiency bonus, rather than its Wisdom modifier.
Version 2.0 (August 12th, 2021)
Natural Weapons. Natural weapons no longer count as unarmed strikes.
Natural Armor. Natural armor is now calculated as 13 + your Constitution modifier, rather than 11 + your Dexterity modifier (to a maximum of +2) + your Constitution modifier.
Limited Object Interaction. This trait no longer gives disadvantage on Dexterity checks for interacting with objects.
Ability Score Increase (White Dragon). The +1 bonus to Wisdom has been removed. (Since the white dragon has the additional Ice Walk trait, it would arguably be the strongest dragon if it were also to have an ability score increase.)
Ability Score Increase (Copper Dragon). The +1 bonus to Dexterity has been replaced by a +1 to Intelligence.
Ability Score Increase (Gold Dragon). The +1 bonus to Intelligence has been replaced by a +1 to Charisma.
Ability Score Increase (Silver Dragon). The +1 bonus to Wisdom has been replaced by a +1 to Constitution.
Repulsion Breath (Bronze Dragon). The range and repulsion distance has been changed to match the range of the other metallic dragons' secondary breath weapons.
Proficiencies. The lack of armor, weapon, and tool proficiencies has been specified in the Class Features section.
XP Progression. Dragon PCs now require twice the normal amount of XP to gain a level. Though dragons will, by design, still be stronger than nondragons, an increased XP requirement will help narrow the gap. The Level Comparison table shows the XP value when a nondragon would reach certain levels, compared to the level a dragon PC would have with an equal amount of XP. Class Features (5th Level). The Magic Weapons feat has been added.
Class Features (6th Level). The Ability Score Increase feat has been replaced by the Fast Learner feat.
Class Features (9th Level). The Skilled feat has been replaced by the Resilient feat.
Class Features (11th Level). The Legendary Action feat has been added. A Legendary Action can be used once per turn as a bonus action, though a sidebar provides rules for using Legendary Actions at the end of another creature's turn. Class Features (14th Level). The Ability Score Increase feat has been replaced by the Legendary Resistance feat.
Brumation (5th, 11th, and 17th Level). Dragons now wake up during brumation with ravenous hunger, requiring to periodically feed themselves before continuing their rest.
Optional Rule (Multiclass). Multiclassing into Phb classes is now an option.
Optional Rule (Feat). Chromatic dragons can now also take the Change Shape feat.
Optional Rule (Barding). Dragons can now wear dragon barding to improve their AC.
Appendix (Dragon Cultist). The Dragon Slayer ranger archetype has been replaced by the Dragon Cultist fighter archetype.
CHANGELOG
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