Dragon (5e Race)
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Dragons are winged reptilians of ancient lineage and terrifying powers. They are known and feared for their predatory behavior, cunning, wit, and greed. The oldest dragons are regarded as some of the most powerful creatures in the world. Dragons are magical creatures whose innate power gives them many preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood, however, true dragons are made up of two categories: chromatic and metallic dragons. Blue, white, black, green and red dragons are selfish, evil and feared by everyone and everything. Bronze, copper, brass, gold, and silver are noble, benign and highly respected by the wise people of their race. Although their goals and ideals vary tremendously, all dragons covet riches and strive to accumulate piles of coins, gems, jewelry and magical items. Dragons with great mountains of treasure hate to leave them for a long time, only venturing out of their dens to patrol and feed themselves. They can live for thousands of years, and while aging, they grow ever stronger and their treasure hoards grow ever larger.
- Black Dragons
Black dragons are the most vile-tempered and cruel of all chromatic dragons and are very likely to avoid talking to others if there isn't a bargain to be made. These dragons are easily distinguished by their horns, which protrude from the sides of their heads, wrap around it, then protrude forward. A large frill adorns the upper part of their neck. They smell of rotting vegetation, foul water, or powerful acid which they can breathe. Considered ambush predators, these jungle or forest dragons revel in the decay and death of civilizations, often residing in the ruins of old cities, smugly relishing the fact that these individuals who lived here before died, and itself survived. Black dragons can control water which they use to grapple and tug the prey to their doom. Ambush predators by nature, it is unlikely for black dragons to engage in direct combat, so even when ambushing others, there is also no guarantee that the dragon is close by, as they can use their abilities to ensnarl its targets.
- Blue Dragons
Blue dragons have a single large horn protruding from their heads and large, frilled ears. Their tails are thick and bumpy, their wings are more pronounced than other dragon species wings, and they smell like ozone and sand. Blue dragons usually enjoy mocking and manipulative more than outwardly cruel actions, though they do like torturing and murdering lesser creatures, aided by their natural talents for hallucination. They are able to trick desert travelers into drinking sand or going miles away from their original path. Tactically obsessed and possessing the ability to fly for days on end, an adventure or group of adventurers who will find themselves facing a blue dragon will likely be pushed to their limits, seeing if they would manage to survive its pursuits for days on end. Shooting lightning bolts at a great distance and always keeping away, it isn't an easy target. If an ambushed and severely damage, a blue dragon will simply fly way and plan a different trap or ambush. Sudden encounters with a blue dragon are one of the most incessant and endless tactics, likely of the kind of being more fun to it than just outright attacking the party.
- Green Dragons
Green dragons posses a large, waving crest or fin that starts at their nose and runs the length of their body, as well as long, slender forked tongues. They have an unusual taste for treasure and love collecting individuals to enslave. Otherwise, these dragons love to corrupt powerful or influential individuals. They are also highly adept at scheming. For example: A green dragon may fly down, kill half of a group and leave the other half confused or frightened, wondering what happened. "Anyone can take something by force, but few have the cunning to take by wit" is the fundamental nature of these dragons.
Though they are nasty bunch, one of a green dragon’s redeeming qualities is that they love their family immensely. A male and a female mate until death, and if their children are ever threatened, both parents will do their upmost to protect them or in the worst case avenge them. However, don’t be fooled by a green dragon’s familial love, the parents will train their children to be manipulative, treacherous, and teach them how to use humanoids to get whatever they want.
- Red Dragons
Red dragons have two swept-back horns on their heads and smell of smoke and sulfur. The biggest, mightiest, and the quickest to anger out of all dragons, these guys are not to be messed with. Being bulky, red dragons prefer to fight on the ground. There will be no dialogue with a red dragon and those it comes across, it will see you, and it will pounce on you. Arrogant, believing its kind to be the pinnacle of all creation, a fight with a red dragon is a fight to the death. Red dragons also believe that those who can't protect what they have do not deserve to have it, and those with the power to take something deserve to have it. Red dragons are typically considered tyrants and the only thing a red dragon cares about is reputation. They will tell other dragons of its feats and downplay the feats of others. It will try to never be outdone and if another dragon’s feats surpass their own, they will do everything in their power to outdo them. If a red dragon cannot outdo its competitor’s fame, it will go into an uncontrolled rage, lasting for days.
The mating of red dragons is quite unique in that around every hundred years, females lay four to six unfertile or fertile eggs. During the period before the eggs are laid, male red dragons go into a frenzy to earn prestige among their kind. When a female is ready to lay her eggs, whichever male red dragon has the most reputation will get the change to reproduce with the female red dragon. After fertile eggs are laid, females will often have help from other female red dragons, often ones too old to be fertile, and they will raise the wyrmlings for hundreds of years or until the babies old enough to become rivals.
Red dragons typically choose to live on tall mountains where everything nearby to the mountain is considered its territory. Even snow-covered mountains work as the bigger the mountain, the larger the territory of a red dragon.
- White Dragons
White dragons are the most feral of the classic chromatic dragons. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines beneath their chin and have a high crest atop a streamlined head and have a crisp, blue odor. Though less intelligent than other dragons, they are still smarter than most of sentient creatures and powerful enough to overwhelm most humanoids. White dragons prefer to not interact with others of its kind except during mating, and will actively go out of their way to avoid dragons of other types.
- Brass Dragons
Brass dragons are known to be quite sociable for dragons and tend to have a strong mercenary streak, often agreeing to serve as guardians or battle champions for anyone willing to pay suitably well. Although they usually don't kill adventures or travelers who come upon them, they often will try to force them to stay with them for some time and regale the dragon in their adventures and life's story. Those the dragon isn't interested in or those who don't mean well are likely get buried up until their head in sand.
Brass dragons tend to not like being anywhere near other copper or brass dragons. This is because brass dragons are particullary prideful. They might not think they are the best at everything, but each brass dragon usually has a few things it believes it is the best at. In addition, when forced to talk to copper dragons, brass dragons tend to be aggravated at the way copper dragons tend to joke and not take things seriously.
- Bronze Dragons
Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty with an inflated sense of self. A tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers.
- Copper Dragons
Copper dragons are born tricksters and jokesters. They tend to be quite devious and clever, but their intent is purely benign. They do not seek to harm others, but merely wish to impress or fool others with clever pranks. A copper dragon will take interest in those who can provide intrigue, interesting information, or the few who manage to trick a copper dragon itself.
Copper dragons tend to live in places with rocky hills, often nearby to other settlements(to a dragon), but never close by. Like all dragons, copper dragons accumulate a number of riches in their hoards, however, copper dragons also tend to collect items that may not contain a lot of value. Often things like artwork, books, and other strange and curious objects can also be found in their hoard.
- Gold Dragons
Of all the metallic dragons, gold dragons are the most dedicated to defeating evil. They spend most of their lives shapeshifted as humanoids, and will often travel outside of their lair for periods of time, where their shapeshifting comes in particularly handy when interacting with others. While traveling, gold dragons enjoy learning new knowledge and teaching others on their travels. While often gone from their lairs, gold dragons do not neglect its upkeep. They will often have magical traps, righteous and trustworthy guards, or other measures in place to prevent looting.
- Silver Dragons
Silver dragons are true friends to all. Silver dragons enjoy the company of humanoids so much that it will often take the form of one and live among them for the majority of its life. In fact, it is said that silver dragons love humanoids because they believe they are lesser creatures. Silver dragons also love the diversity of human cooking and culture, and are especially interested in items created through human ingenuity such as watches.
Unlike some other metallic dragons, silver dragons believe that just being evil doesn't mean that evil creatures don't have a right to live. They believe that as long a creature does not commit or plan to do evil, they will overlook the fact that a creature is evil.
For periods of time, silver dragons may transform into their true dragon form and purposely be seen by other humanoids in order to attract the attention of other silver dragons to mate.
Dragons are majestic creatures, however most believe they are superior to other intelligent creatures. This isn't without some truth to it as dragons are typically stronger and smarter than other creatures.
A dragon's diet is more of a sign of the lifestyle it wants, as in reality, there really isn't much a dragon can not eat. Dragons can gain substance from almost anything they eat, even things like rocks. Anything that can be broken down, gets digested in the stomach of a dragon, leaving no undigested matter in a dragon's stool. Though they may not have the most powerful digestive acid, at least in terms of speed of digestion, their digestive systems are basically only second to the tarasque.
Physically, dragons are extremely strong, agile, and hardy for their size. Given that dragons are large creatures that can fly, it is astounding that dragons possess such absurd physical abilities. Almost no other creature can do the things dragons can do. For example, while dragons are extremely strong, a dragon can also precisely control their strength to accomplish mundane tasks and not break delicate objects or hurt much smaller creatures.
Besides the dragon's physicality, a dragon's other defining bodily trait is their breath weapon. While it is known that the key abilities that allow a dragon to use its breath weapons are physical in nature, the speed and frequency at which dragons can release breath attacks have lead many to speculate that the breath attacks may be in some part magic. Regardless, when released, these breath weapons can have devastating impacts on the creatures and environment around the dragon.
Dragons live for an extremely long period of time, and certain age groups will mark a growth in their development. With their growth from one age group to another dragon's typically increase in size. Below is a list of age categories dragons could belong to.
|Detailed Recording||Simplified Recording|
|1||Wyrmling / Hatchling||0‒5||Wyrmling||0‒5|
|10||Ancient / Venerable||801‒1,000||Ancient||801+|
Note that chromatic dragons usually don't live as long as metallic dragons.
In general, dragons tend to be solitary creatures that stay in their lairs and guard their hordes. However, the stories of dragons are a frequent tale among most humanoid societies. These tales may describe the past deeds of some dragon long slayed or the might of the currently living dragons. Despite the frequency of these tales, dragons are an incredibly rare site. The few that see a dragon and live to spread the tale only serve to spread more stories of these legendary creatures that bring both fear and awe.
Despite typically being solitary creatures, when a dragon decides to not live a solitary life, they are a notable exception. For example, to further their own goals, dragons may form complex organizations. Most of the time, these organizations consist of numerous less powerful humanoid underlings with a dragon leader, but if dragons can put away their pride, a union between several different dragons may be formed. Regardless of the type of organization, these organizations usually control the trade of some sort of commodity, own large swaths of land, and are formed of a large amount of individuals.
Most dragons of the same type will seemingly ignore one another except when given a reason not to. However, not all dragons are the same. Although there might be reasons for discourse between dragons of the same type, that discourse pales in comparison to the more frequent disputes between chromatic dragons and metallic dragons. The rivalry between the two different types of dragons has lead to chromatic dragons and metallic dragons detesting one another. Encounters between these two types of dragons are heated and often leads to either fights or grudges forming between the dragons.
Male: Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag
Female: Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros
Dragon Racial Traits
Large, winged, reptilian creatures with a lust for treasure.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Dragons reach adulthood around 100 and it is said that they can live up to 2,000 years.
Alignment. Metallic dragons tend to be good and chromatic dragons tend to be evil. However, like most creatures, they can deviate from those alignments.
Size. Young dragons are about the size of humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Dragon. Your creature type is considered dragon.
Lair. Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.
Eye for Money. Whenever you make a Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient in the Investigation skill and if you already proficient in the Investigation skill, your proficiency bonus is doubled for to the check.
Dragon Type. You may choose a dragon type. Your choice grants you resistance to the damage type associated with your Dragon Type and determines the damage type of your Dragon Breath and Breath Attack.
Shapechange. Starting at 5th level, as an action, you may polymorph yourself into a commoner with no concentration required. This trait lasts until you use it again, are dropped to 0 hit points, die, or if you drop the transformation with no action required. After you use this trait, you can not use it again until you finish a long rest.
Wings. Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Breath Attack. You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
After you use your breath attack, you can't use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common, Draconic, and one extra language of your choice.
|Dragon||Damage Type||Breath Weapon|
|Black||Acid||5 by 30 ft. line (Dex. save)|
|Blue||Lightning||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)|
|Bronze||Lightning||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)|
|Green||Poison||15 ft. cone (Con. save)|
|Red||Fire||15 ft. cone (Dex. save)|
|Silver||Cold||15 ft. cone (Con. save)|
|White||Cold||15 ft. cone (Con. save)|
Random Height and Weight
|6′ 4″||+3d8||680 lb.||× (2d10) lb.|
*Height = base height + height modifier
Optional Rule: Dragon Class
A player who creates a pc using the dragon race may choose to take levels in the dragon class, this is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.
Creating a dragon
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.
As a Dragon you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose two 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.
|Features||Breath Damage||Bite Damage||Claw Damage|
|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|
|8th||+3||Ability Score Improvement||3d10||1d10||1d6|
|12th||+4||Ability Score Improvement||5d10||2d6||1d8|
|14th||+5||Ability Score Improvement||6d10||2d6||1d8|
|16th||+5||Ability Score Improvement||6d10||2d6||1d8|
|19th||+6||Ability Score Improvement||7d10||2d8||1d10|
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.
At 2nd level, you have begun to master the iconic breath weapon of the 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 and this feature replaces and improves upon your Breath Attack racial trait.
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 1d10 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.
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.
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Ability Score Improvement
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 have honed the power of your draconic ancestry and practiced extensively in order to fly. You gain a flying speed equal to your walking speed.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
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.
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.
Starting at 11th level, your size becomes Large and your height doubles and your weight gets multiplied by 8. You can carry, push, drag, or lift double the amount of a Medium sized creature, and gain the additional other benefits:
- Your base walking speed increases by 10 feet.
- 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.
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(their choice), 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.
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.
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.
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.
Proficiency. When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.
- D&D 5e Monster Manual pp. 345