Dragon (Variant) (5e Race)

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This content deviates from 5e standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Has the potential for abuse, talk with your DM about what is and isn't allowed and possible restrictions.
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Because sometimes you just want to play as an over Powered Dragon.

Physical Description[edit]

True dragons are winged reptilians of ancestral lineage and scary powers. They are known and feared for their predatory cunning and greed, where the oldest dragons are regarded as the most powerful creatures in the world. Dragons are also magical creatures whose innate power carries their fearsome blowing weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons are formed by the two vast categories of chromatic and metallic dragons. The blue, white, black, green and red dragons are selfish, evil and feared by all. The dragons of bronze, copper, brass, gold and silver are noble, benign and highly respected by the wise. Although your goals and ideals vary tremendously, all true dragons ambition riches, accumulating piles of coins and collecting gems, jewelry and magical items. Dragons with great mountains of treasure hate to forsake them for a long time, venturing out of their dens just to patrol and feed themselves. True dragons go through four distinct stages of life, from small puppies to ancient dragons, which can live for thousands of years. From that moment, your strength can become incomparable and your treasure heaps can grow beyond the imaginable.

Chromatic Dragons[edit]

Black Dragon: Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. Black dragons are distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward. A large frill adorns the upper part of the neck. They smell like rotting vegetation and foul water, or like the powerful acid they can breathe. Blue Dragon: Blue dragons are the second most powerful of the classic chromatic dragons. They have single large horns protruding from their heads and large, frilled ears. The tail is thick and bumpy. The wings are more pronounced than most other species. They smell like ozone or sand. They are more likely to be mocking and manipulative than outrightly cruel or murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way. Green Dragon: Green dragons are the third most powerful of the classic chromatic dragons. They have a large, waving crest or fin that starts at the dragon's nose and runs the length of the dragon's body. They also have long, slender forked tongues and smell like chlorine gas. They are highly adept at magic. Red Dragon: Red dragons are the largest and most powerful of the classic chromatic dragons. They are large with a wide wingspan. They have two swept back horns on their heads. They smell of smoke and sulphur. White Dragon: White dragons are the weakest and the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have good long-term memories. 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 under their chins. They have a high crest atop a streamlined head and a crisp, vaguely chemical odor.

Metallic Dragons[edit]

Brass Dragon: Although weaker than many other varieties of dragonkind, brass dragons are still powerful creatures by any measure. They have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well. Bronze Dragon:Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the greatest and 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 Dragon: Copper dragons are the second weakest of the metallic dragons. They are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks. Gold Dragon: Gold dragons are the most powerful of the metallic dragons (in some versions they are the strongest of all dragons), and the most dedicated to defeating evil. They spend the bulk of their lives in human form, seeking out evil and punishing wrongdoers to the best of its considerable abilities. Its typical mode of operation runs roughly along the lines of a sting operation: the dragon will listen for stories of dangerous or evil creatures or persons, then reveal its true form and mete out punishment. They prefer to turn villains over to law enforcement if available, but will ultimately take whatever actions they deem necessary in order to see justice served. They are best summarized as the paladins of the draconic world. Silver Dragon: Silver dragons are the second most powerful of the metallic dragons, and are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. It should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life.


In the beginning, there were only six entities populating emptiness. These entities were the creators of worlds, called by the sages of Primal's days. Their names were Earth, Fire, Water, Air, Light and Darkness. To facilitate their creative work, they gave existence to the beings we call Gods. Then the Gods created a new plan, and decided to populate it. While the Gods planned the building and settlement of the world, Io, the Dragon God, saw the still-glowing sphere that had been chosen to house the children of the Gods. He then took it for granted and flew to the plan he had built for himself, letting his peers work alone. The creation followed, and Io was not rebuked for not being there to help, for the other Gods did not agree with his notion of beauty, preferring him to stay away and not to think. And, of course, they also feared rebuking him for being the most powerful God among them. Too much had been created. The world was filled with the waters and its beauty, and it was also placed on the mainland and on it stones of many colors, and the air was made, and under and by the earth was placed the fire, as well as above the air, in the heavens , In the form of a sun. When the Gods were satisfied in building the house of their most perfect children, they gathered to raise them, and returned it. Without listening to what the Gods had to say, and without knowing what had been created, he departed to the material plane, and was surprised by the beauty of everything he had seen. The world had been populated with new creations of the Goddess who had discovered life - these were simple but solid and powerful life forms designed to support the more complex creations of the Gods. Great quantities of Primal energy had been fused so that She would create the greatest variety of inanimate things and simple living beings whose energy would sustain any creatures that came to live there. Io then flew over the world. He flew and observed everything that existed. And then, after carefully observing every aspect of what had been created, he breathed his breath upon the world. Filled with fury, the other Gods thought of starting a war against the Dragon God for trying to destroy everything they had created so far. But then the wisest of the Gods understood what had happened and stopped them. Io was raising his children. His breath served no purpose of destruction and death as the Gods had seen before, but he was instilling life from his own energy. In every thing she considered beautiful and imposing, Io breathed life, created from its own essence. The Dragon God might not be powerful enough to create entire worlds, but it was certainly to raise life from nothing, even if it was too complex and powerful. And then his breath first touched a vein of gold, and his first sons won the heavens, the Golden Dragons. Then the breath of life continued, touching all kinds of metals and precious stones, creating the Metallic Dragons and the Dragons Gem. Then the breath went forth, touching pure manifestations of the primae elements, creating the caste of Elemental Dragons, although this did not occur as He had planned. Finally, Io decided to make use of his breath of life in the more complex basal creations that the Gods had realized, giving consciousness to his children with bodies made of whole places, like forests, volcanoes, deserts, seas, swamps ... God "Dragão usurped practically everything the other Gods had created without his presence, and said, "In my children there is the strength of all that is in this sphere and the power of all that is in me. And unlike how you Gods will do, I will give them eternal life, and the potential to be all As well as the right to create inferior life to serve as servants and believers, as I had done with them, since, unlike you, Gods, I am not afraid of my creations, I know that I am omnipotent and unsurpassable, Sons and daughters may resemble me. "


Dragons tend to be solitary creatures, staying in their lairs and guarding their hordes. All dragons are feared by humans and generally cast out. However Chromatic dragons and Metallic dragons detest each other fiercely and fight whenever they meet.

Dragon Names[edit]

Male: Gahlmal, DalaghOthim, BahorAkkan, AkkanValaQuirin

Female: GaladOthorPalax, OthimAlaerth, AngkarNyth, ZundaeVaerosNabal

Dragon Traits[edit]

A dragon because sometimes you feel like flying and breathing death on things.
Ability Score Increase. Add 2 to either Charisma or Strength. As normal, you can't increase an ability score above 20 using this feature.
Age. Being a dragon you do not die of old age and instead seemingly grow indefinitely bigger.
Alignment. Usually based on your sub race (Brass, Bronze, Gold, Red, Blue White etc.), see table below. Though other alignments are entirely possible and not unheard of (ie. Chaotic Good, or even Lawful Good Black Dragons).
Size. Dragons vary greatly in size being born anywhere from a foot long to 5 feet long and then growing up to eventually be bigger than entire cities. At large and huge you have disadvantage on stealth checks. Furthermore at gargantuan and colossal you have double disadvantage on stealth checks (you roll 2 disadvantage rolls).
Speed. Your base walking speed is <speed> 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’s Breath. Every dragon has a breath attack unique to its sub race. These might attacks can be shaped into either a cone or line attack. Upon using a breath attack any targets must make a saving throw of 10 + 2x your proficiency bonus (type indicated in table below for metallic dragons; for chromatic dragons they are all dexterity throws). If the target succeeds the throw for metallic dragons no effect is imparted; for chromatic dragons they instead take half the damage they would have taken on a failed throw. Lines are 30 feet long and 5 feet wide, cones are have as long and end at the same width as they are long, ranges increase at level 4 , line 40 feet; level 7, line 60 feet; level 11, line 80 feet; level 14, line 100 feet; 17, line 120 feet; 20, line 140 feet.

Breath Attacks(Dragon's Breath) have a 4 turn cool down, can only be used once every 5 turns(Use first turn, cool down for 4; repeat...)

This cool down can be changed as your DM sees fit
Naturally Armed. While incapable of wielding regular weapons such as axes and swords do to a lack of hands, you were born with natural weapons such as your teeth, claws, tail and breath weapon(breath weapon type shown in table below). Instead of regular weapons you use these as weapons. Larger dragons rely on their strength to land heavy hard hitting blows while smaller dragons use their dex to land quick strikes (talk to your DM to determine fit damage stats for your game, size and type).
Naturally armoured. You and other dragons are all born with scales, natural armour.this provides AC based on your size class, see size class table(above). Because you have natural armour, however, almost no dragons have armour. Because it is so rare for a dragon to want armour it is very expensive (increasing exponentially with each size class[to power of 2] and starts at tiny size being double as expensive as regular armour) and is extremely rare to even find someone capable and willing to make it (it is up to your dm if you can find someone willing and capable of making it). Furthermore wearing heavy armour removes your ability to fly and halves your other move speeds.
Languages. You can read, speak and write Draconic and Common.
Subrace. Metallic: Brass, bronze, Copper, Gold, Silver.

Chromatic: Black, Blue, Green, Red, White.

Size, Age, AC[edit]

Size Age (Years) Base AC
Tiny 0 - 10 12
Small 6 - 15 13
Medium 16 - 50 14
Large 51 - 100 15
Huge 101 - 400 15
Gargantuan 401 - 1000 15
Colossal 1001 + 15

Dragon Type/Breath Weapon/Alignment/Speed[edit]

Metallic Dragons Chromatic Dragons
Dragon Type Breath Weapon Alignment Speed Dragon Type Breath Weapon Alignment Speed
Brass Sleep Gas

(targets fall unconscious on a failed throw for 10 minutes or until it takes damage or is woken up by someone else [constitution]

Chaotic Good 40 wallk

30 burrow 80 fly

Black Acid

(Player Level D6 corrosive damage and also does 1D4/turn corrosive damage for 3 turns if they have additional armour [a shield, plate armour, thick hide etc] instead after effect removes 4 ac [can’t remove more ac than the armour is worth] after 3 turns)

Chaotic Evil 40 walk

40 swim 80 fly

Bronze Repulsion

(targets are pushed back 60 feet on a failed throw [strength])

Lawful Good 40 walk

40 swim 80 fly

Blue Lighting

(Player Level D6 electrical damage, also chains to 1 other target/target hit not in the cone or line)

Lawful Evil 40 walk

30 burrow 80 fly

Copper Slowing

(targets can no longer make reactions and have their speed halved for 1 minute on a failed throw, targets can retry the throw every turn [constitution])

Chaotic Good 40 walk

40 climb 80 fly

Green Poison

(Player Level D6 poison damage and also does player level➗2/turn poison damage for 4 turns)

Lawful Evil 40 walk

40 swim 80 fly

Gold Weakening

(targets have disadvantage on any strength rolls for 1 minute on a failed throw, targets can retry the throw every turn [strength])

Lawful Good 40 walk

40 swim 80 fly

Red Fire

(Player Level D6 fire damage and also does player level/turn fire damage for 2 turns)

Chaotic Evil 40 walk

40 climb 80 fly

Silver Paralyzing

(targets are paralyzed for)1 minute on a failed throw, targets can retry the throw every turn [constitution]

Lawful Good 40 walk

80 fly

White Cold

(Player Level D6 and slows target by 10 feet)

Chaotic Evil 40 wallk

30 burrow 40 swim 80 fly

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