Cursed Dragon (5e Race)

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Cursed Dragon[edit]

I never expected this to happen. Following the group of adventurers who had assured me there would be a good fight to be had and treasure I could have for my own once the wizard was dead was the only reason the convinced me to come. They didn't say the wizard was a follower of Tiamat, nor that he could appeal to her and curse me. They've stripped me of my body and forced me into one similar to the humans I fought beside. How do I turn back?

~ From the memoirs of Fryrrud

Physical Description[edit]

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Cursed Dragons look very much like elves standing erect in humanoid form, though they may possess wings or a tail. The first cursed dragons had scales of vibrant hues matching the colors of their dragon kin, but generations of curse perfection have made them more and more humanoid. Only nobility maintain their original color. Their small, fine, sparse scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 200 pounds or more.

The blood of a particular type of dragon runs very strong through cursed dragons. They often boast scales speckled on their skin that more closely match those of their original dragon sheen—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

History[edit]

Originally dragons, the cursed ones have been confined into the body of a mortal to teach them a lesson about mortality. Many younger cursed are violent and volatile, their tempers as large as their true size while many older cursed ones are more docile, their tempers quelled as they have learned more about mortal life. The only way to break the mortal curse is by coming to an understanding and kinship with mortals. Only when this happens will a cursed dragon return to its true form.

The mortal forms of cursed dragons are generally that of a humanoid with sharper features similar to their true, dragon-esque forms and many sport horns as well. There has been some confusion in the past between Tieflings and cursed dragons, but cursed dragons do not sport the vibrant skin hues that Tieflings have inherited from their demonic ancestors. In contrast, cursed dragons, aside from the horns, look very, very human.

It is quite rare to encounter a cursed dragon as very few dragons end up being stuck in mortal bodies. However, though few in number, a cursed dragon will always recognize one of its kin.

No cursed dragon was voluntarily put into its mortal form. Escape from the prison of mortality is a huge driving force for cursed dragons. Many cursed dragons become great mages to try and forcefully turn themselves back into their true form. Unfortunately, the nature of the curse does not allow the forceful removal of the curse. The only way a cursed dragon may return to its true form is by gaining a true understanding of mortality and gaining respect for mortals. This freedom is reached by few cursed dragons, but those who attain it return to their lairs less greedy and violent than before.

Cursed Dragon Names[edit]

Male: Aroenas, Davkoris, Elnan, Falfyr, Ilominar, Keverak, Norovar, Petorin, Tyrparin, Uaneneus, Wilcraeus.

Female: Arbellis, Arnys, Brenyra, Delthana, Elianys, Halymae, Kricery, Marrila, Prilynn, Tylnalore, Zinzira.

Cursed Dragon Traits[edit]

Cursed dragons have an odd mix of traits, a peculiar combination of human and dragon.
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. Cursed dragons age at a slowed rate, many can be stuck as mortals for around a hundreds of years. Their mortal forms take the appearance of their age in a rough mortal equivalent.
Alignment. Most cursed dragons tend to follow the alignment of their, with most Chromatic leaning towards evil and most Metallic towards good. This is not to say that each dragon is not different and will follow where their experiences in life have led them.
Size. You are the size of a normal human, ranging from just under 5 feet to well over 6 feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
darkvision. As a dragon, you have darkvision. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You cannot discern colors, only shades of gray.
Armor Class Bonus. The remnants of dragon scales still linger on your skin. You gain a +2 to your Armor Class.
Frightful Presence. Though a Cursed Dragon is limited to a humanoid form, they carry a strange aura of strength, power, and being. Though many may not know what Cursed Dragons once were, they will still feel on edge or uneasy around them.

Cursed Dragons can use this to their advantage. As an action, a Cursed Dragon can pull upon every remnant of magic that exists in their form and force each creature of their choice within a 30-ft radius to make a Wisdom Saving Throw (DC = 10 + Proficiency Bonus + Charisma Modifier), or become frightened of the Cursed Dragon for 1 minute. If a creature's saving throw is successful, they become immune to Frightful Presence for the next 24 hours. This inflicts the Cursed Dragon with a level of exhaustion and is increased for every five creatures chosen.
Dragon Origin. Choose one type of dragon subrace. Your general alignment and appearance, as well as your damage resistance, breath weapon, and inheriting trait, will be determined by the dragon type.
Languages. You can speak, read, and write Draconic, Common, and one other language of your choice.
Subrace. Pick a subrace based on your true form: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White.

Black Dragon[edit]

They always strike the weakest of enemies first and do anything they can to save itself, but accepts death before allowing any other creature to claim mastery over it. Black dragons hate and fear other dragons and are always looking out for draconic rivals from afar, waiting for opportunities to slay weaker dragons. However, they will quickly abandon their lair if a stronger dragon threatens it. Black dragons have a particular love of treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. This feeling grows the more their hoard and power grows.

Ability Score Increase. Either your Strength or Dexterity score increases by 1.
Draconic Alignment.. Your alignment was chaotic evil, and as such you lean towards this.
Draconic Resistance.. You are resistant to acid damage.
Natural Proficiency.. You are proficient in the Stealth skill.
Devouring Acid.. As an action, you can exhale a corrosive burst of acid in a 15-foot cone. Each creature in that area must succeed on a Dexterity saving throw. On a failed save, a creature takes 1d6 acid damage and reduces a targets Armor Class by 1. On a successful save the creature only takes the acid damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Blue Dragon[edit]

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A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. In combat they are patient and methodical often during combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again. When it hunts, a blue dragon is known to bury itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, pouring sand from its wings like an avalanche as it attacks. Blue dragons are overlords by nature and covet valuable and talented creatures whose service reinforces their sense of superiority. Of all treasures, blue dragons have a particular love of gems, especially blue, considering blue to be the noblest and beautiful of colors.

Ability Score Increase. Either your Strength or Intelligence score increases by 1.
Draconic Alignment. Your alignment was lawful evil, and as such you lean towards this.
Draconic Resistance.. You are resistant to lightning damage.
Predator of the Earth.. You have a burrow speed equal to half your walking speed, while burrowed you have blindsight for 15-feet and can hold your breath for up to 10 minutes.
Stunning Lightning.. As an action, you can exhale a stunning lightning blast in a 15-foot cone. Each creature in that area must succeed on a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage and is stunned. On a successful save the creature only takes the lightning damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself with a successful save. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Brass Dragon[edit]

A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating a vast amount of information which it will gladly share for gifts of treasure. They are not fond of creatures presenting themselves only to leave before the conversation has even begun and will use their power to quickly incapacitate them so they may speak to them after they awaken bound. While they are fond of conversation if they believe they are being manipulated the dragon often responds in kind, treating a bout of mutual trickery as a game. Of all treasures, magic items that allow them to converse with interesting personalities such as an intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. They also are known for hiding their hoards of treasure in multiple hiding spots throughout their territory.

Ability Score Increase. Either your Intelligence or Charisma score increases by 1.
Draconic Alignment. Your alignment was chaotic good, and as such you lean towards this.
Draconic Resistance.. You are resistant to fire damage.
Natural Historian.. You are proficient in the History skill.
Sleeping Fire.. As an action, you can exhale a green fire that fumes cause creatures to sleep in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage before falling unconscious for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. This effect ends for a creature if the creature takes damage after falling unconscious or someone uses an action to wake it. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Bronze Dragon[edit]

There are many instances where a bronze dragon will eagerly join armies fighting for a just cause and a nominal fee. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. Once a bronze dragon commits to a cause, it remains a staunch ally. Bronze dragons enjoy deep sea diving to loot sunken ships and also collect colorful corals and pearls from the reefs and seabeds near their lairs.

Ability Score Increase. Either your Intelligence or Wisdom score increases by 1.
Draconic Alignment. Your alignment was lawful good, and as such you lean towards this.
Draconic Resistance.. You are resistant to lightning damage.
Amphibious.. You can breathe both air and water and have a swimming speed equal to your walking speed.
Resounding Lightning.. As an action, you let you a resounding blast of lightning in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or take 1d6 lightning damage and be knocked back a distance equal to your proficiency bonus times 10. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. This can be used underwater. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Copper Dragon[edit]

A copper dragon appreciates wit, a good joke, humorous, story, or riddle and companionship is a treasure that they coveted, particularly with bards. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor. While they are one of the greediest of dragons they are cautious creatures that won't show too much and they generally prefer metals and precious stones.

Ability Score Increase. Either your Wisdom or Charisma score increases by 1.
Draconic Alignment. Your alignment was chaotic good, and as such you lean towards this.
Draconic Resistance.. You are resistant to acid damage.
Mountain Climber.. You are a natural climber and have a climbing speed equal to your movement speed.
Slowing Gas.. As an action, you can exhale an acidic gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, can't use reactions and its speed is halved. On a successful save the creature only takes the acid damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. 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 damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Gold Dragon[edit]

Dedicated foes of evil gold dragons are respected for their wisdom and fairness, at the same time, they are known for being aloof and grim in nature. They value their privacy to the extent that they rarely fraternize with other dragons except for their own mates and offspring.

Ability Score Increase. Either your Strength or Wisdom score increases by 1.
Draconic Alignment. Your alignment was lawful good, and as such you lean towards this.
Draconic Resistance.. You are resistant to fire damage.
Natural Wisdom.. You are proficient in the Insight skill.
Weakening Flames.. As an action, you can exhale nauseous flames in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage and have disadvantage on all weapon and unarmed strike damage rolls for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Green Dragon[edit]

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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. Green dragons are consummate liars and masters of double talk favouring the intimidation of lesser creatures and are known to attack with seemingly no provocation, however, when dealing with sentient creatures, they demonstrate a lust for power that rivals its draconic desire for treasure, and are always on the lookout for creatures that can help it further its ambitions. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude. Of all treasures, a green dragon's favorite is the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards

Ability Score Increase. Your Charisma score increases by 1.
Draconic Alignment. Your alignment was lawful evil, and as such you lean towards this.
Draconic Resistance.. You are resistant to poison damage.
Natural Proficiency.. You are proficient in the Deception skill.
Poisonous Fog.. As an action, you can exhale a poisonous fog in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, a creature takes 1d6 poison damage and becomes poisoned for 1 minute. On a successful save the creature only takes the poison damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Red Dragon[edit]

They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. As creatures, they are best described as arrogant tyrants flying into destructive rages and acting on impulse when angered with a ferocious and vengefulness that has caused them to be regarded as the archetypical evil dragon by many cultures. Through regarding themselves kings they are fiercely territorial and isolationists, often having domain over many slaves. They are obsessive collectors and value wealth above all else coveting anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance and knows the value and provenance of every item in its hoard, and can easily notice the absence of a single coin. It has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its vast superiority.

Ability Score Increase. Either your Strength or Dexterity score increases by 1.
Draconic Alignment. Your alignment was chaotic evil, and as such you lean towards this.
Draconic Resistance.. You are resistant to fire damage.
Red Dragons Eye.. You are aware of all items of monetary value in your possession at all times and can assess the value of items you see at a glace. Even if you are sleeping you become aware of the removal of one of your items and can wake up instantly.
Scorching Fire.. As an action, you can exhale a scorching flame in a 15-foot cone. Each creature in that area must succeed on a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is frightened. On a successful save the creature only takes the fire damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. This effect lasts for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself with a successful save. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Silver Dragon[edit]

Silver Dragons don't go out of their way to smite evil, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent believing that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. Silver dragons often spend as much time in humanoid form as they do in draconic form and enjoy the company of other creatures as well as the collection of items historical significant. They have a particularly curious for mankind with their shorter life-spans and zesty ambitions.

Ability Score Increase. Either your Intelligence or Charisma score increases by 1.
Draconic Alignment. Your alignment was lawful good, and as such you lean towards this.
Draconic Resistance.. You are resistant to cold damage.
Natural Magician.. You are proficient in the Arcana skill.
Paralyzing Cold.. As an action, you can exhale a numbing cold in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or take 1d6 cold damage and be paralyzed for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

White Dragon[edit]

They are primal and vengeful in nature, able to recall every defeat with perfect accuracy and then hunt that creature with a bestial nature makes them the best hunters among all dragonkind. Their singular focus becoming on surviving and slaughtering their enemies. Socially white dragons are lone hunters, avoiding all other dragons, however, if a creature or settlement comes near their lair they attack unprovoked viewing them as unfit to live. A white dragon's obedience can be gained through a demonstration of physical or magical might, however, if defeated a white dragon become a servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose it. A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. They are also notoriously difficult to bribe.

Ability Score Increase. Either your Strength or Wisdom score increases by 1.
Draconic Alignment. Your alignment was chaotic evil, and as such you lean towards this.
Draconic Resistance.. You are resistant to cold damage.
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 moment.
Numbing Cold.. As an action, you can exhale a numbing frost in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage and is incapacitated, frozen in place. At the beginning of each of its turns, it can remake its save, on a successful save the creature only takes the cold damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. This effect lasts for 1 minute. The damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 10'' +2d8 150 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

5.00
(one vote)

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