Dragon (5e Class)

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Design Note: This class was designed to have no subclasses and is meant to be used with the dragon race making you a composite character. You do not select a separate race, background, and class combination. You begin play with one level of this class and gain all the features and proficiencies you would normally gain from your background from your race and class combination. You cannot multiclass: when your level increases, you must take a level of the dragon class. This is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.


Creating a dragon[edit]

When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?

Quick Build

You can make a dragon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution then Dexterity then Charisma. Second, you do not choose a background.

Class Features

As a Dragon you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon level after 1st


Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose four from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • no starting equipment, you start with gold
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Dragon

Level Proficiency
Features Breath Damage Bite Damage Claw Damage
1st +2 Dragon Racial Traits, Scales, Multiattack 1d8 1d4
2nd +2 Dragon's Breath, 1d10 1d8 1d4
3rd +2 Draconic Expertise, Lethal Strikes 2d10 1d10 1d4
4th +2 Ability Score Improvement 2d10 1d10 1d4
5th +3 Flight, Multiattack (2) 3d10 1d10 1d6
6th +3 Ability Score Improvement, Infused Strikes 3d10 1d10 1d6
7th +3 Frightful Presence 3d10 1d10 1d6
8th +3 Ability Score Improvement 3d10 1d10 1d6
9th +4 Enhanced Breath 4d10 1d10 1d6
10th +4 Draconic Vigor 4d10 1d10 1d6
11th +4 Large Size, Alternate Form 5d10 2d6 1d8
12th +4 Ability Score Improvement 5d10 2d6 1d8
13th +5 Tail Sweep 6d10 2d6 1d8
14th +5 Ability Score Improvement 6d10 2d6 1d8
15th +5 Enhanced Senses 6d10 2d6 1d8
16th +5 Ability Score Improvement 6d10 2d6 1d8
17th +6 Multiattack (3) 7d10 2d8 1d10
18th +6 Comprehend Languages 7d10 2d8 1d10
19th +6 Ability Score Improvement 7d10 2d8 1d10
20th +6 Enhanced Breath 8d10 2d8 1d10


Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.


Beginning at 1st level, whenever you take the Attack action on your turn, you may make a bite attack and a claw attack. You are proficient with these natural weapons. Your claws deal 1d4 + your Strength modifier slashing damage and your bite deals 1d8 + your Strength modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.

The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.

Dragon Breath[edit]

At 2nd level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type determines the size, shape, and damage type of the exhalation.

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 Dragon Type. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.

Dragon's Expertise[edit]

Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, Persuasion, or Stealth skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill.

Lethal Strikes[edit]

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. As normal, you can't increase an ability score above 20 using this feature.


At 5th level, from repeated practice, your wings finally work. You gain a flying speed equal to your walking speed.

Infused Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Frightful Presence[edit]

Starting at 7th level, you can destabilize enemies with your mere presence. Whenever a enemy creature starts their turn within 30 feet of you, they must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw. On a failure, they are frightened of you until the start their next turn. If they succeed, they are immune to your Frightful Presence for 24 hours.

Enhanced Breath[edit]

Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance to the damage type dealt and immunity to the damage type dealt becomes resistance.

Draconic Vigor[edit]

Starting at 10th level, the raw power of dragon's run's through your veins, allowing you to outlast all but the most stalwart of foes in battle. Whenever you kill a creature or get a critical hit, you gain temporary hit points equal to your dragon level + your Constitution modifier for 1 minute.

Large Size[edit]

Starting at 11th level, your size becomes Large. You can carry, push, drag, or lift double the amount of a Medium sized creature.

Your flying speed is now equal to your proficiency bonus multiplied by 10 and your reach for your bite and claw attacks increases by 5 feet.

Alternate Form[edit]

Starting at 11th level, you can assume the form of any humanoid of Medium size or smaller with a CR equal to 1/4 your level or lower as an action. This ability functions as a polymorph spell but does not require concentration to maintain and lasts until you either reuse the feature as an action to revert to your dragon form, drop to 0 hit points, or the spell is dispelled via antimagic zone, dispel magic, etc. You retain your proficiency bonus, ability scores, saving throws, and skill proficiencies of your dragon form and do not gain any skills or features of your new humanoid form. Upon dropping to 0 hit points in your humanoid form you revert to your dragon form and fall unconscious with 0 hit points and begin making death saving throws as normal. You lose all features of your Dragon class while in this form.

Tail Sweep[edit]

Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature prone, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a Strength or Dexterity saving throw, with a DC equal to 8 + your proficiency bonus + your Strength modifier. A creature falls prone on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your Strength modifier. You regain all uses of this feature when you finish a short or long rest.

Enhanced Senses[edit]

Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Also, as an action, you can focus your sight to perceive the hidden truths of the world. For 1 minute you have truesight within a 30 foot radius. Once you use this feature, you can not use it again until you finish a short or long rest.

Comprehend Languages[edit]

Starting at 18th level, you can now understand the literal meaning of any spoken language you hear. You also understand any written language that you see, but you must touch the surface of the words as you read them. It takes around 1 minute to read a text page. Any symbol not part of a language cannot be read in this way.

Enhanced Breath[edit]

Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.

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