Scale, Flame, and Spell: Dragons as Player Characters

by Xeviat

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© Wizards of the Coast

Scale, Flame, and Spell

Dragons as Player Characters (ver 1.1)

Dragons are the hot, passionate beating heart of fantasy. They exist in almost every culture, inspiring fear and reverence. They’ve defined a genre. They’re half the name of the game! Dragons are so popular that there are forty-six dragons in the base game ranging from CR 1/4 all the way to 24! There’s even an entire race of kobold dragon worshipers, and multiple adventures surrounding dragons.

But what if that’s not enough? Some paladins may quest for a dragon mount. Some play a dragonborn, a wizard who polymorphs into dragons, or a sorcerer with draconic power. But for some, the true desire is to command the beast itself, in all its terrifying glory. For them, the only thing that will satisfy is playing a true dragon.

This class represents the dragon aging through magical growth. Groups can decide to limit Dragon Class levels by the dragon character’s age, and require multiclassing in the mean time, but the default assumption is growth through adventuring expertise and innate magic.

The dragon is presented as both a race and a class, encapsulating inborn abilities as well as those which come and grow with age. Some caveats have been made for player character balance, such as the limited and delayed access to flight, and other abilities are new compared to the base dragons. It fills a similar group role as the Barbarian or the Fighter, with a bit of the Monk’s mobility and resistance.

Race: True Dragon

Dragons may grow to be powerful enough to rival the gods, but everyone must start somewhere. Dragons are born small but are hardly helpless. Even fresh out of their egg, they are as formidable as an armed warrior, possessing hard scales and razor-toothed jaws. They are capable of eating nearly anything, be it meat, plants, or even stone.

Haughty and Proud

A dragon’s emotions are dominated by greed, pride, and wrath, even the best among them. Dragons are grouped into the malevolent Chromatic Dragons, and the benevolent Metallic Dragons. Though their personalities can be loosely defined by their origins, they are still unique, mortal beings, and can vary greatly. Above all, a dragon knows one thing; they are the pinnacle of creation.

Draconic Power and Grace

Dragons possess four legs, with the front two able to almost pass for arms with clawed hands. They have long necks and elongated heads. Their large jaws are full of sharp, slicing teeth, and they drip with elemental energy from a breath that grows more powerful with every day. They are born with weak wings that still need time to grow, though they are quickly able to hop and dash with them. Most dragons have

bat-like wings, but some (brass and gold) have fin-like wings that run the length of their body and tail. Their tail makes up about half of their total length.

Though they all have similarities, they possess vivid coloration and bold head ornamentation that make each breed easily identifiable. Spikes typically run down their backs, and their entire body is covered in an interlocking coat of scales. They are the size of small dogs when they are born, with feline posture and grace and a serpentine length.

Solitary Beasts

Dragons belong to no united kingdom. Young dragons are typically solitary, adult dragons often live in mated pairs, and older dragons are solitary again. But dragons are intelligent, and some value the strength and companionship of allies, and seek to become a part of something ever so slightly larger than themselves. Whether it’s to amass a fortune to start a horde, to fight off one’s enemies and make the world a better place, or to test one’s might, some dragons strike out into the world and become adventurers.

Dragon Names

Dragons bear one name, either given to them by their parents or picked for themselves. Dragon names are long and polysyllabic, with a harsh and hissing sounds like K, X, and S. Dragons often gain titles, but these are usually bestowed, or branded, upon them by humanoids. Because of a dragon’s pride, their names are typically unique; one would be admitting that they aren’t good enough on their own if they were to bear the name of another.

Dragon Hatchling Traits

Your dragon hatchling character has the following traits as a result of their physiology.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dragon hatchlings learn very quickly, and are able to fend for themselves within days of hatching. You are between 0 and 4 years old.

Alignment. Dragon hatchlings run the gamut of alignments. Those of metallic ancestry lean towards good alignments (bronze, gold, silver are lawful good, brass and copper are chaotic good), while those of chromatic ancestry lean towards evil alignments (blue and green are lawful evil, while black, red, and white are chaotic evil).

Size. Only recently hatched, and standing quadrupedal, a dragon hatchling stands nearly 2 feet tall at the shoulder, and around 4 feet long nose to tip of the tail (about half of that tail). Their bones are strong, yet light, so they only weigh around 40 to 50 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet. You gain an additional movement mode from your color choice; see below.

Darkvision. Dragons have keen senses, and while yours have yet to fully develop, you have superior vision in dark and dim conditions. 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.

Draconic Lineage. You have the dragon type, and are not a humanoid for the purpose of spells and other effects which

target humanoids (such as the charm person spell).

Energy Affinity. You have resistance to the energy type listed in your subrace. Choose from the subraces below.

Draconic Armaments. A dragon’s body is its weapons and armor. You possess a bite attack that deals 1d6 piercing damage. Your bite counts as a finesse weapon (allowing you to use Strength or Dexterity for the attack and damage rolls), but it has no other properties. You also possess hard scales that provide considerable protection. While you are wearing no armor, your AC equals 15.

Equipment Limitation. Because of your claws, you cannot wield weapons or use tools designed for humanoids. You can also not wear armor fitted to humanoids. You can wear barding if properly sized, but medium or heavy barding would interfere with your wings. Barding does not stack with your inherent AC.

Languages. You can speak, read, and write Common and Draconic, though writing may amount to scratching with your claws or dipping them into ink. Draconic is thought to be one of the oldest languages and is often used in the study of magic. You speak with serpentine hisses, resonant sounds, and bestial growls that make even your sweetest words clearly feral.

Black Dragon

Cruel and vile, black dragons are among the most sadistic of their kind. They favor trickery and ambush. Black dragons have glossy black scales on their heads, limbs and back, and yellow scales upon their bellies, with swampy green flesh between the phalanges of their wings. A webbed crest rises from the center of their head and runs down their neck, and an imposing pair of bony horns curls out from behind their eyes and thrusts forward. Their teeth are perpetually exposed and their faces are sunken and skull-like. Hailing from fetid swamps, black dragons are creatures of stealth, and are at home in the water and the land.

Energy Affinity. Your racial energy affinity is acid.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed equal to your land speed.

Skulker. You have proficiency in the Stealth skill.

Blue Dragon

The most proud of the dragons, they rule over lands too hostile for others. Blue dragons have iridescent blue scales matching the clearest of skies upon their bodies, except for sandy yellow on their bellies and their wing membranes. They have rows of backwards facing spikes along their spine, running the length of their neck, back, and tail, and large blue horns thrusting back from where a human's ears would be. Their faces are snubish and dog-like, and they possess a single large yellow horn upon their nose, like a rhino’s. Blue dragons are native to the desert, badlands, and coasts, where they can hide among the sky or bury themselves in the sand and rocks.

Energy Affinity. Your racial energy affinity is lightning.

Burrow. You have a burrowing speed equal to half your current land speed (rounded down to the nearest 5 feet). You cannot move through solid rock. You do not leave a tunnel behind you.

Liar. You have proficiency in the Deception skill.

Brass Dragon

Extroverted and gregarious, brass dragons enjoy company and conversation. Their scales begin a muted brown with warm tinges of fiery brass and green tarnished edges to the membranes of their wings. Instead of wings that resemble hands with elongated fingers, their wings are lead by powerful arms and held outward by rows of spines running down their backs. Their heads are framed with large shield-like plates, with a face like a dinosaur’s. Brass dragons enjoy hot and dry climates, especially deserts.

Energy Affinity. Your racial energy affinity is fire.

Burrow. You have a burrowing speed equal to half your current land speed (rounded down to the nearest 5 feet). You cannot move through solid rock. You do not leave a tunnel behind you.

Tale Spinner. You have proficiency in the Deception skill.

Bronze Dragon

Bronze dragons are calm and calculating, and are curious of humanoid civilization and warfare. Their scales begin yellow with stripes of green, but deepen and darken into a rustic bronze as they age. Their heads are defined by a fluted crest built upon a frill of backwards facing spines, like that of a ceratopsid. To help them swim, they have webbed fingers and

limbs, and they use their wings for a powerful breast-stroke. Bronze dragons dwell within secluded coastlines and lair in caverns beneath the waves.

Energy Affinity. Your racial energy affinity is lightning.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed equal to your land speed.

Nature's Friend. You have proficiency in the Survival skill.

Copper Dragon

Jokers, pranksters, and riddlers, copper dragons take little serious except protecting what is theirs. They are just as apt to capture an enemy as they are to fight it, and they enjoy company for as long as that company enjoys their humor. Their heads are framed by brow plates that grow back into long horns built from overlapping plates. Their scales are rich and coppery, growing tarnished and green with age. Copper dragons come from hilly and rocky highlands, bringing them into frequent conflict with red dragons, a conflict they prefer to avoid whenever possible.

Energy Affinity. Your racial energy affinity is acid.

Climb. You have a climbing speed equal to your current land speed.

Prankster. You have proficiency in the Deception skill.

Gold Dragon

Majestic and grand, gold dragons are virtuous enemies of evil. Their muzzles and jaws are lined with thick dangling whiskers, and their heads are framed with four horns that rise away like a sunburst. The scales upon their body are a rich gold, paler like 10 karat upon their belly and vibrant like 24 karat upon their face and back. Their wings are held up by singular arms and run along spines running the length of their body and tails like long fins. They dwell in secluded places of beauty, but also have a fondness for living disguised amongst humanoids.

Energy Affinity. Your racial energy affinity is fire.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed equal to your land speed.

Medic. You have proficiency in the Medicine skill.

Images by Todd Lockwood

© Wizards of the Coast

Green Dragon

Cunning and treacherous, green dragons possess short tempers and often fight to gain power over others. Green dragons have scales of vivid green that match those of vegetation. Their faces are vaguely crocodilian, thin and narrow with a curved jawline. They possess a crest that runs from behind their eyes and runs down their spine, and spikes on the side of their head that run down the backs of their jaw. They have longer limbs than most, as well as a longer neck and tail, with a relatively smaller body. They dwell in the forests and marshes, preferring wetlands or wooded lakes.

Energy Affinity. Your racial energy affinity is poison.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed equal to your land speed.

Skulker. You have proficiency in the Stealth skill.

Red Dragon

The epitome of greed and vanity, red dragons are the terrible icons all think of when they hear “dragon”. Their scales start out a vibrant scarlet, like smoldering flame or fresh spilled blood. They have distinctive swept-back horns starting at their brow and a frill along their spines and jaws. Their beaked jaws possess a beard of spines and brutal exposed teeth. Their wings are large for their size, and their edges are darkened and pitted like burnt metal. Red dragons come from the mountains, and have a preference for high vantage points.

Energy Affinity. Your racial energy affinity is fire.

Climb. You have a climbing speed equal to your current land speed.

Liar. You have proficiency in the Deception skill.

Silver Dragon

Friendly and social, silver dragons are cheerful and helpful of others. Their scales are smooth, locking so tight that they almost appear to be molded from a single piece of silver. Their mouths curl like laughing smiles, and their jaws are lined with beard-like spines. Their most striking feature is the tall spiny frill that runs along their head like a mohawk. Silver dragons prefer cloud-kissed mountain homes, fearing nothing from their bitter winds and chilling snow.

Energy Affinity. Your racial energy affinity is cold.

Climb. You have a climbing speed equal to your current land speed.

Secretive. You have proficiency in the Deception skill.

White Dragon

Bestial and feral, other dragons see white dragons as nothing more than draconic animals. They are vicious and cruel, cold and heartless. A white dragon’s scales glisten like fresh snow, as if covered in a sparkling sheen of frost. Their faces are avian, with jaws that open to frightening size. They have a solitary backwards facing horn that grows out the back of their head, sporting a frill connecting to the back of their short neck. White dragons come from the frozen wastes, and are at home burrowed into the frigid tundra and ice.

Energy Affinity. Your racial energy affinity is cold.

Burrow. You have a burrowing speed equal to half your current land speed (rounded down to the nearest 5 feet). You cannot move through solid rock. You do not leave a tunnel behind you.

Brute. You have proficiency in the Athletics skill.

Draconic Backgrounds

Dragon characters can choose from the backgrounds available to all characters. If your dragon character grew up among humanoids, you may want to select one of the standard backgrounds. If you find that the available backgrounds don’t represent your dragon, such as a dragon who was hatched among their own kind, you may choose one of the following backgrounds.

Chromatic Dragon

You grew up on your own, your eggs left hidden by your mother, forced to fend for yourself from the moment you were born. You competed with your siblings, and had to learn to be the strongest, or at least appear to be the strongest.

At some time during your early months, you found yourself amongst your race’s faithful worshipers, the kobolds. Whether these kobolds adopted you, or whether you cowed them with your draconic majesty, they happily dote on you or fearfully obey your whims.


  • Skill Proficiencies: Insight, Intimidation
  • Languages: Two of your choice
  • Equipment: 40 gp of Treasure, such as rare coins, gemstones, or other valuable trinkets.

Feature: Tyrant Among Beasts

Though young, you are still a true dragon, and as such you command fear, respect, and reverence among certain beings. You are tended to by three kobolds (use commoner stats, modified by kobold NPC modifiers). They are your eyes and ears, and can watch your treasure, handle your mundane tasks, or serve as disposable emissaries to send to dangerous contacts. They will not follow you into obviously dangerous areas, and will not fight for you. If one should die (or you should kill one to make an example), it is replaced within a week; if they all die, you’ll have to work at gathering a new crew.

Metallic Dragon

You grew up sheltered and protected by an older dragon, learning from them and following in their mighty footsteps. You know what it truly means to be a dragon, how to sway others with wise and charming words, and how to properly venerate the dragon god Bahamut. You’ve entered the world with a head start, with foreknowledge of your true allies and enemies.


  • Skill Proficiencies: Religion, Persuasion
  • Languages: Two of your choice
  • Equipment: 40 gp of Treasure, such as rare coins, gemstones, or other valuable trinkets.

Feature: Draconic Mentor

More cooperative than their chromatic cousins, a metallic dragon’s independence is tempered by their desire to mold the next generation. You have one such mentor, quite possibly a parent or an older sibling. You always having a home away from home and a powerful ally you can confide in. In addition, you can name drop your mentor and curry favor or garner respect from draconic beings or those that hold metallic dragons in high regard or reverence.

Image by Todd Lockwood

© Wizards of the Coast


Class: Dragon

The rampaging drake. The elemental wyrm. The sorcerous serpent. With colors ranging the spectrum of the rainbow and the coin purse, dragons come in many varieties. The word “dragon” brings an image to everyone’s mind, but no two images are the same.

Whether a noble protector of what is right, or a greedy monster out to take what they deserve, dragons are proud, hailing from one of the oldest and most powerful creatures on the material world. But even beings whose power can rival the gods have to start somewhere.

Living Weapon

Dragons are beasts of fang and claw, wing and terrible breath, and innate magic. They are powerful in melee, with formidable natural weaponry and defenses. They are mobile combatants, using their wings to leap around and eventually fly through the battlefield. With their breath weapon, they excel at taking on hordes of weaker enemies, and their potent bites and claws excel at fighting single foes. As they grow older, they become more resilient, and their magic adds new capabilities. While they begin small, their size grows with age, marking new stages in their power.

Age and Power

Dragons start out as dangerous beasts from the moment they hatch, and they only get stronger with age. Some say the accumulation of treasure increases a dragon's power, encouraging some to adventure and see the world. Young dragons are more likely than adults to travel, not yet having the instinct to establish a lair.

Creating a Dragon

The dragon class is only accessible to the dragon hatchling race. There you chose your draconic lineage, be it a chromatic color or a metallic metal. Are you a common example of your kind, be it a talkative brass or a hateful red? Or are you uncommon, like a green who cares about their forest home or a silver who thinks they should rule the world?

Most dragons want little more than than a safe territory, a defensible lair, an enviable hoard, and respect (or fear), but you're different. What drives you to adventure? Do you have grand plans, or just believe it is your duty to make the world a better place? Is there simply more treasure to be gained in the wider world, or are you above such greedy needs? Decide what sets you apart from your solitary kin.

Quick Build

You can make a dragon quickly by following these suggestions. First, make Strength your highest ability score, and make Constitution or Charisma your second highest score (depending on which archetype you’re interested in). Second, choose the chromatic or metallic dragon background. Last, decide the nature of your starting hoard, such as coin, gem, or trinket composition.

The Dragon
Level Proficiency Bonus Breath Weapon Features
1st +2 Draconic Lineage, Draconic Senses, Dragon Wings
2nd +2 3d6 Dragon Breath, Energy Immunity
3rd +2 3d6 Draconic Archetype, Alternate Form
4th +2 4d6 Ability Score Improvement
5th +3 5d6 Age Category (Wyrmling)
6th +3 5d6 Dragon Wings (Short flight)
7th +3 6d6 Archetype Feature
8th +3 7d6 Ability Score Improvement
9th +4 7d6 Dragon Magic
10th +4 8d6 Draconic Resilience
11th +4 9d6 Age Category (Young)
12th +4 9d6 Ability Score Improvement
13th +5 10d6 Archetype Feature
14th +5 11d6 Dragon Wings (True Flight)
15th +5 11d6 Dragon Magic
16th +5 12d6 Ability Score Improvement
17th +6 13d6 Recharge Breath
18th +6 13d6 Frightful Presence, Archetype Feature
19th +6 14d6 Ability Score Improvement
20th +6 15d6 Living Legend


Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing, here's what you need to know if you choose dragon as one of your classes.

First Class. Members of the True Dragon race must take their first class level in the Dragon class. Discuss with your DM how aging and leveling will be handled.

Ability Score Minimum. As a multiclass character, you must have at least a Strength score of 13 to take a level in another class.

Spell Slots. If your dragon archetype grants spell slots (like the Serpent archetype), add one third your levels (rounded up) in the dragon class to the appropriate levels from other classes to determine your available spell slots.

Class Features

As a dragon, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per dragon level
  • Hit Points at 1st Level: 12 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per dragon level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, and Persuasion.

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 50 gp worth of treasure (such as 5 10 gp gemstones, 50 gp, or a mix of gems and coins)

Draconic Lineage

Your draconic lineage is decided upon your racial package: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, and White. Your choice of color determines the energy type of your breath weapon (see below) and your energy immunity (see below), as well as your dragon magic feature later.

This elemental power builds within you and threatens to escape. When you hit with your bite attack, you deal an additional 1d4 points of damage of your lineage's energy type. This damage improves as you increase in age category (see below).

Draconic Senses

A dragon’s senses are especially keen, attuned to sights, sounds, and even smells and vibrations that other beings may miss. You gain blindsight with a 10 ft radius. Blindsight allows you to perceive your surroundings without relying on sight, within the specified radius. This counters certain kinds of invisibility (like the invisibility spell), but not others (like etherealness), but you still need to make Wisdom (Perception) checks to locate hidden creatures (they just are not able to use invisibility or darkness to hide, but they may use cover to hide). Neither blindness nor deafness will negate your Blindsight.

At 11th level, your blindsight reaches a 30 ft. radius and your darkvision improves to 120 ft.

Dragon Wings

While you were born with your wings, they take time and exercise to mature. You have some limited use of your wings, represented in various abilities which utilize a bonus action or a reaction. As you age and gain levels, your wings improve.

Image by David Martin

© Wizards of the Coast

Aided Leap

While your wings are not strong enough yet to allow you to fly, you can use them to propel you. You can use the Dash action as a bonus action on your turn, and your jump distance is both doubled and not penalized if you make a standing jump. Each foot of distance you clear with your jump costs a foot of movement, as usual.

Shielding Wings

You are able to use your wings to block and interfere with your opponent’s attacks. As a bonus action, you can gain a +2 bonus to your Armor class until the start of your next turn.

Slowed Descent

If you fall, as a reaction, your rate of descent slows to 60 feet per round until you land as you open your wings and hold them rigid. When you use this ability, you take no falling damage and land on your feet.

Short Flight

Starting at 6th level, your wings have become strong enough to allow you to fly to a limited degree. As a bonus action, you gain a fly speed equal to your land speed for one round, but you automatically fall at the end of your turn if you do not end your turn on solid ground. When you use this bonus action to fly, your space increases by 5 feet on each side, and you cannot fly if you would need to squeeze to fit in your space. For instance, a 6th level dragon’s space increases to 10 by 10 ft.

True Flight

Starting at 14th level, you become far more adept flier, and no longer need to land. You gain a fly speed equal to your land speed (you can still use your bonus action for aided leap to dash and increase your speed). While you fly, your space increases by 5 feet on each size, and you cannot fly if you would need to squeeze to fit in your space. For instance, a 14th level dragon’s space increases to 15 by 15 ft. This replaces your Short Flight ability.

Dragon Breath

Starting at 2nd level, your draconic power has grown, and you can now manifest the dragon’s chief ability; your breath weapon. You can use an action to exhale destructive energy. Your energy affinity determines the damage type, and your subrace determines the size and shape of the exhalation: it is a 30 ft line for black, blue, brass, bronze, and copper dragons, and a 15 ft cone for gold, green, red, silver, and white dragons. This size increases as you gain levels (see Age Category below).

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 draconic lineage: Dexterity for Black, Blue, Brass, Bronze, Copper, Gold, Red, and Constitution for Green, Silver, and White. You use your Constitution modifier when setting the saving throw DC for your dragon breath.

Breath Weapon Save DC = 8 + your proficiency

bonus + your Constitution modifier

 A creature takes 3d6 damage of your lineage’s energy type on a failed save, or half as much on a successful save. As you gain levels, your breath weapon’s damage increases, as shown on the Dragon table.

Once you use your breath weapon, you must complete a short or long rest before you can use it again.

Energy Immunity

Starting at 2nd level, the elemental power of your breath weapon enhances your energy resistance. You gain immunity to damage from your energy affinity: Acid for black and copper, Cold for silver and white, Fire for brass, gold, and red, Lightning for blue and bronze, and Poison for green. This immunity replaces your racial energy resistance. Most intelligent creatures know of a dragon’s energy resistance, but it will protect you from your own breath.

Draconic Archetypes

At 3rd level, you choose which draconic archetype you wish to follow. Choose Drake, Serpent, or Wyrm, which are detailed at the end of the class description. The archetype you choose grants you features at 3rd, 7th, 13th, and 17th levels.

Alternate Form

At 3rd level, you learn to hide your draconic form under a humanoid form, and back again, as an action. This is a transmutation effect, similar to the alter self spell, except it has no duration and does not require concentration. When you first transmute to your alternate form, choose a humanoid race (most commonly dwarf, elf, halfling,
or human). Once this choice has been made, it
cannot be changed.

When you take on your alternate form, you
always transform into the form of the same
individual, and can be recognized as such by
those familiar with your alternate form.
While not recognizable as a dragon,
your alternate form has a telltale sign
hinting at your draconic nature,
such as eyes or hair
matching your
dragon color.

Age Categories
Level Age Category Age Equivalent Size Bite Damage (Reach) Claws Damage AC Speed Breath Weapon Size
1st Hatchling 0 to 4 years Small (5 by 5 ft) 1d6 piercing + 1d4 energy (5 ft) 15 25 ft 30 ft. line or 15 ft cone
5th Wyrmling 5 to 15 years Medium (5 by 5 ft) 1d10 piercing + 1d8 energy (5 ft) 1d6 slashing 16 30 ft 30 ft line or 15 ft cone
11th Young 16 to 100 years Large (10 by 10 ft) 2d10 piercing + 1d12 energy (10 ft) 2d6 slashing 17 40 ft 60 ft line or 30 ft cone

The form matches your sex, and its size is determined by its race, but it’s age and other features are determined by you when you first take on the form. As you age and grow, you can choose to have your alternate form age relatively with you, or you can choose to leave it ageless.

When you adopt your alternate form, your statistics remain the same, except you do not have access to your draconic armaments (except your armor class), breath weapon, or dragon wings, your size is that of the race you chose, and your speed is 30 ft. When you adopt your alternate form, equipment that you are wearing changes size to accommodate your humanoid size and shape, except for mundane barding. When you transform back into your draconic form, weapons carried and armor and clothing worn by your humanoid form merge with you and becomes nonfunctional, except you do still retain access to their magical bonuses and features; an armor’s magical AC bonus is added to yours, and a weapon’s features are added to your draconic armament attacks.

You also gain proficiency in simple weapons. Your natural form’s claws lack the ability to wield weapons, but your alternate form doesn’t have this shortcoming.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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.

Age Category

While there are skills and talents you can learn, the bulk of a dragon’s power comes from its age. Under normal circumstances, a dragon must let the years pass to age, but some are able to focus on their inner power and force their aging early. Earning experience and leveling up as a Dragon represents this magical aging, rather than multiclassing to focus on other skills and allow aging to progress as normal.

Starting at 5th level, you are a Wyrmling. At 11th level, you are now a Young Dragon. Your growth is smooth and continuous; these points just mark when you reach new categories. You gain the following benefits (summarized in the dragon age categories table below):

Natural Armor: Your scales harden and your defense improves. At 5th level, your AC while unarmored increases to 15. At 11th level, this increases to 16.

Size and speed: As you age, you grow in size. You are constantly growing level by level, but at each threshold you pass the into a new category. At 5th level, you become Medium sized, with a space of 5 ft by 5 ft. Your speed increases to 30 ft, which applies to your racial speeds and flight speeds as well. At 11th level, you become Large sized, with a space of 10 ft by 10 ft. Your speed increases to 40 ft., which applies to your racial speeds and flight speeds as well.

Bite: As you grow, your jaw grows larger and more powerful. Additionally, the elemental energy of your breath leaks more with every bite. At 5th level, your bite damage increases to 1d10 piercing damage and 1d8 damage of your lineage’s energy type. At 10th level, your bite damage increases to 2d10 piercing damage and 1d12 damage of your lineage’s energy type, and it’s reach also increases to 10 ft.

Claws: Your claws grow more robust, enough to function as a weapon. At 5th level, you gain an attack with your claws. Whenever you take the attack action on your turn and attack with your bite attack, you may also make an attack with your claws. Your claws deals 1d6 damage, and adds either Strength or Dexterity to its attack and damage rolls. It is a finesse weapon with a reach of 5 ft. At 11th level, your claw attack’s damage increases to 2d6.

Dragon Magic

At 9th level, and again at 15th level, your inner power manifests as innate magic. While only some dragons focus on casting spells, all gain some magical abilities as they grow in power. The ability you gain is based on your draconic lineage. Unless otherwise noted, you recover all uses of these abilities after a long rest.

You use your Charisma to determine the save DCs of your Dragon Magic abilities.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

 You do not need to provide spell components for these spells; they are innate magical abilities, requiring only the action to cast them.

Black Dragon


  • 9th level: Entangle 3 times.
  • 15th level: Darkness 3 times.

Blue Dragon


  • 9th level: Create/cestroy water 3 times
  • 15th level: Sound Imitation: You can mimic any voice or sound you have heard, anytime you want. Listeners must succeed on a Wisdom save against your spell save DC to tell it is fake, and they suffer disadvantage on their save.

Brass Dragon


  • 9th level: Speak with animals 3 times
  • 15th level: Suggestion 3 times

Bronze Dragon


  • 9th level: Fog cloud 3 times
  • 15th level: Create food and water 1 time

Copper Dragon


  • 9th level: Tasha’s hideous laughter 3 times
  • 15th level: Stone shape 1 time
Image by Ron Spencer

©Wizards of the Coast

Gold Dragon


  • 9th level: Bless 3 times
  • 15th level: Luckstone 1 time: You can use an action to touch a gem, usually one embedded in your hide, and fill it with good luck. The gem becomes a Luckstone (Stone of Good Luck; DMG 205). The holder gains a +1 bonus to ability checks and saving throws. You can give it to another creature. The bonus remains until you take a long rest.

Green Dragon


  • 9th level: Charm person 3 times
  • 15th level: Suggestion 3 times

Red Dragon


  • 9th level: Locate object 1 time
  • 15th level: Suggestion 3 times

Silver Dragon


  • 9th level: Feather fall 3 times
  • 15th level: Fog cloud (as second level) 3 times

White Dragon


  • 9th level: Fog cloud 3 times
  • 15th level: Gust of wind 3 times

Draconic Resilience

At 10th level, your draconic resilience solidifies. You gain proficiency in all saving throws.

Recharge Breath

Starting at 17th level, you can recharge your breath weapon as an action. You take a deep inhale that is audible to those around you.

Frightful Presence

At 18th level, you become a terrifying force not to be reckoned with. As an action, you can bare your presence to strike fear into your enemies. Each creature of your choice that is within 120 feet of you who can see you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. You use your Charisma modifier when setting the saving throw DC for your frightful presence.

Frightful Presence Save DC = 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. You may use this ability in your natural form or in your alternate form.

Living Legend

At 20th level, you fully grow into your great and terrible strength. Your Strength and Constitution scores increase by 4. Your maximum for these scores is now 24.

Image by Matthew Mitchell

©Wizards of the Coast

Draconic Archetypes

In addition to differences from their color, dragons differ in their approach and which skills they choose to develop. Your choice of draconic archetype shows this focus.

Drake

A drake is a dragon who has given into their feral, bestial nature. They revel in melee combat, where they savor the blood of their foes and the feel of their final breaths.

Feast

Starting at 3rd level, your bestial nature gives you an unquenchable appetite for battle, and flesh. As a bonus action, you can consume a dead or dying creature within 5 feet of you that is at least Small size (or a small-sized portion there of), regaining 1d12 hit points, plus a number of hit points equal to your dragon level. The creature must have a physical body and not be of the construct, elemental, ooze, or undead types (unless it is otherwise similar to a flesh and blood creature). You regain this ability after a short rest; it takes time to digest and build up an appetite again. You must be in your draconic form to use this ability.

Metallic dragons have qualms against eating intelligent creatures, especially humanoids, and prefer to only eat dead prey. Chromatic dragons lack these qualms, and some particularly sadistic ones may prefer them.

Feral Instincts

At 7th level, you gain proficiency in the Intimidation skill. If you were already proficient in the Intimidation skill, you may add double your proficiency bonus to Charisma (Intimidation) ability checks.

You also gain advantage on Wisdom (Insight) checks to detect hostile intentions, and on Initiative checks. Your instincts are always primed.

Vice Grip

Starting at 13th level, your bite has become like an iron vice. When you hit a creature with a bite attack, you can choose to also initiate a grab. You gain advantage on your Strength (Athletics) checks to initiate and maintain the grab. While you have a creature grabbed, your bite attacks against it gain advantage, and your bite attack can only be used against that target. If you use your breath weapon while grabbing a target with this ability, it has disadvantage on its saving throw to reduce the damage. You must be in your draconic form to use this ability.

If you use this ability on a creature larger than you, you latch onto it instead while you maintain the grab. It is not slowed by your grab (unless it cannot carry your weight), and you cannot move it with your movement. But, you automatically move with it if it moves while you are still grabbing it.

Wing Attack

Starting at 18th level, your wings have grown strong enough to be an offensive weapon. As a bonus action, you can make a wing attack. Each creature within 5 ft. of you must succeed on a Dexterity saving throw or take 1d4 + your Strength modifier bludgeoning damage and be knocked prone. You can then fly up to your fly speed. The save DC is equal to 8 + your Strength modifier + your proficiency bonus. You must be in your draconic form to use this ability.

Serpent

A serpent is a dragon who focuses upon the mystical power inherent to dragons. While all dragons eventually develop some magical abilities related to their lineage, a serpent is a true spellcaster.

Spellcasting

At 3rd level, your draconic power manifests as innate spellcasting. Many sorcerers in the world claim to have the blood of dragons in their veins, and you are proof of that power. While a sorcerer’s power grows faster than yours, yours is in addition to your formidable draconic armaments.

Cantrips: You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots: The Serpent table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

Image by Vinod Rams

©Wizards of the Coast

Serpent Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1

Spells Known of 1st level and Higher: Starting at 3rd level, you know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Serpent table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since your power is drawn from your force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Innate Magic

Your magic is innate, truly coming from within. Starting at 3rd level, you may ignore any material components that do not have a listed price, as if you were casting with an arcane focus. You still must provide the spell’s verbal and somatic components.

While you do not require the use of a focus, you are able to use an arcane focus as long as it is on your body. Additionally, you may employ expensive material components as long as they are on your body. Most serpents embed these components into their scales.

If you multiclass as a sorcerer, this ability applies to your sorcerer spell slots as well. It does not apply to any other spell slots gained through any other means.

Channel Arcana

Starting at 7th level, you learn to channel your arcane power into destructive energy to enhance your attacks. When you hit a creature with your bite attack, you can expend one spell slot to deal damage to the target of your lineage energy type, in addition to your bite’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

You also gain a bonus to damage with your cantrips equal to your Charisma modifier.

Spell Resistance

Starting at 13th level, your close affinity with magic grants you advantage on saving throws against spells.

Scales like Steel

Upon reaching 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Image by Joel Thomas

©Wizards of the Coast

Wyrm

A wyrm is a dragon who focuses upon the power of their breath weapon. A dragon’s breath weapon is what separates it from other draconic beings, like wyverns. It is the heart of their power, and a wyrm’s breath is unlike any other.

Elemental Spit

Starting at 3rd level, you gain the ability to quickly spit a small amount of your elemental energy at will. While your breath weapon still has to take time to recharge, this allows you to fight at range constantly.

As an action, you can make a ranged spell attack, using your Constitution modifier and proficiency bonus for the attack bonus. It has a range of 120 feet. On a hit, the target takes 2d6 plus your Constitution modifier damage of your lineage element.

As you gain levels, your spit’s damage increases. It becomes 3d6 at 5th level, 4d6 at 7th, 5d6 at 9th, 6d6 at 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at 19th.

Enhanced Breath

At 7th level, you gain a new breath weapon option. When you use your breath weapon, you choose which option to use. All saving throw DCs are your Breath Weapon DC.

Black Dragon; Caustic Breath: If a creature fails its Dexterity save against your breath weapon, it continues to take 5 acid damage at the start of each turn. At the end of each turn, it may make a Constitution save to end this effect. A creature can only have one of these effects on it at any one time. This breath weapon deals 2d6 damage less than your standard breath weapon.

Blue Dragon; Shocking Breath: If a creature fails its Dexterity save against your breath weapon, it becomes unable to take reactions. At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Brass Dragon; Pacifying Breath: You gain a new breath weapon option, a cone of pacifying gas. It is a cone sized for your age category. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for up to 1 minute. This effect also ends for a creature if the creature takes damage or someone uses an action to wake it.

Bronze Dragon; Repulsion Breath: You gain an additional breath weapon, a cone of repulsive energy. It is a cone sized for your age category. Each creature in that cone must make a Strength saving throw. On a failed save, the creature is pushed 60 feet away from you.

Copper Dragon; Slowing Breath: You gain an additional breath weapon, a cone of slowing gas. It is a cone sized for

your age category. Each creature within the cone must succeed a Constitution save or be slowed for up to 1 minute. While under its effect, a creature’s speed is halved, it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Gold Dragon; Weakening Breath: You gain an additional breath weapon, a cone of weakening gas. It is a cone sized for your age category. Creatures in that area must succeed on a Strength saving throw or have disadvantage on 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.

Green Dragon; Toxic Breath: If a creature fails its Constitution save against your breath weapon, it becomes poisoned (disadvantage on attacks and checks). At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Red Dragon; Searing Breath: If a creature fails its Dexterity save against your breath weapon, it continues to take 5 fire damage at the start of each turn. At the end of each turn, it may make a Dexterity save to put out the flames and end this effect. A creature can only have one of these effects on it at any one time. This breath weapon deals 2d6 damage less than your standard breath weapon.

Silver Dragon; Paralytic Breath: You gain an additional breath weapon, a cone of paralyzing gas. It is a cone sized for your age category. Each creature in the area must succeed on a Constitution saving throw 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.

White Dragon; Frigid Breath: If a creature fails its Constitution save against your breath weapon, its speed is reduced by half for 1 minute. At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Ignore Resistance

At 7th level, your elemental power burns, freezes, and shocks stronger than others’. You ignore resistance to damage of your lineage's energy type.

Elemental Expulsion

At 13th level, your elemental power has begun to boil forth, and your body is barely able to contain it. As an action, you can attack with a burst of energy around you. Each creature other than you within 10 feet of you must make a saving throw (Dexterity for black, blue, brass, bronze, copper, gold, and red; Constitution for green, silver, and white) against your breath weapon save DC. A creature takes 3d10 plus your Constitution modifier damage of your lineage elemental type on a failed save, or half as much on a successful one.

This damage increases to 4d10 at 17th level.

Elemental Rebuke

At 17th level, you are brimming with so much elemental energy that it only needs the slightest provocation to come forth. When you are hit with a melee attack, you can use your reaction to lash out at your attacker with elemental energy. Your attacker must make a saving throw (Dexterity for black, blue, brass, bronze, copper, gold, and red; Constitution for green, silver, and white) against your breath weapon save DC. It takes 2d10 plus your Constitution modifier damage of your lineage element on a failed save, or half as much on a successful save.

Ignore Immunity

At 17th level, your elemental power becomes so destructive, almost nothing can ignore it. Against your lineage’s damage type, you treat damage immunity as damage resistance (this is not further ignored by your Ignore Resistance).

Credits

Written by: Jocelyn Gray (Xeviat)
Art Work: David Martin, Jason Chan, Joel Thomas, Matthew Mitchell, Rebecca Guay, Ron Spencer, Todd Lockwood, and Vinod Rams. ©Wizards of the Coast LLC, used under Fan Content Policy.
Playtesters: Schupuff, Raven
Special Thanks: David Eckelbarry, Rich Redman, and Jennifer Clarke Wilkes, the writers of Savage Species, for the inspiration.

Image by Rebecca Guay

©Wizards of the Coast

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