5e Dragon Race for 20th Level Games

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Dragon Adventurers

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.

Some dragons, especially young dragons crave adventure, some of these dragons brave humanoid society and even become adventurers using their magics to conceal their identity.

Race

Unlike normal building normal player characters, a Dragon Adventurer does not have a race. Instead, consult the following:

Size. Your size is medium.

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.

Languages. You can speak, read, and write Common and Draconic.

Hit Points

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

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Athletics, Deception, History, Intimidation, Nature, Perception, Persuasion, Stealth, and Survival

Starting Equipment

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

  • (a) a simple weapon
  • Leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
Dragon Adventurer
Level Proficiency Bonus Features Natural Attack Breath Weapon Spells Known 1st 2nd 3rd 4th 5th
1st +2 Dragon's Bite, Blindsight (10 ft.), Breath Weapon, Draconic Heritage, Natural Armor 1d4 2d6 - - - - - -
2nd +2 Alternate Form, Flight, Spellcasting 1d4 2d6 2 2 - - - -
3rd +2 Draconic Heritage Feature, Metabreath 1d6 3d6 3 3 - - - -
4th +2 Ability Score Increase 1d6 3d6 3 3 - - - -
5th +3 Extra Attack, Flight (60 ft.) 1d6 4d6 4 4 2 - - -
6th +3 Breath Weapon Size Increase 1d8 4d6 4 4 2 - - -
7th +3 Draconic Heritage Feature, Blindsight (20 ft.) 1d8 5d6 5 4 3 - - -
8th +3 Ability Score Increase 1d8 5d6 5 4 3 - - -
9th +4 Frightful Presence, Size Increase 1d10 6d6 6 4 2 2 - -
10th +4 Flight (80 ft.), Metabreath 1d10 6d6 6 4 3 2 - -
11th +4 Overland Flight, Empowerered Blows 1d10 7d6 7 4 3 3 - -
12th +4 Ability Score Increase 1d10 7d6 7 4 3 3 - -
13th +5 Legendary Resistance (1x Day), Blindsight (30 ft.) 1d10 8d6 8 4 3 2 1 -
14th +5 Draconic Heritage Feature 1d10 8d6 8 4 3 2 1 -
15th +5 Fly (100 ft.) 2d10 9d6 9 4 3 2 2 -
16th +5 Ability Score Increase 2d10 9d6 9 4 3 2 2 -
17th +6 Metabreath 2d10 10d6 10 4 3 2 3 1
18th +6 Breath Weapon Size Increase 2d10 10d6 10 4 3 2 3 1
19th +6 Legendary Resistance (2xDay), Blindsight (60 ft.) 2d10 11d6 11 4 3 2 3 2
20th +6 Ability Score Increase 2d10 11d6 11 4 3 3 3 2

Dragon's Bite

Every Dragon has a fanged maw. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Your bite deals damage as shown in the Natural Attack column of the Dragon Adventurer table plus 1d6 damge of the same type as your Breath Weapon.

Blindsight

if you are able to smell, you are aware of the location of any hidden or invisible creature within 10 feet of you.

At 7th level, the range of your blindsight increases to 20 ft. At 13th level, the range increases to 30 ft., and finally at 19th level, the range increases to 60 ft.

Breath Weapon

Possibly the most iconic ability of dragon kind is the dragon's breath weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry as shown in the Breath Weapon Table. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry.

The DC of this saving throw is:

Breath Weapon DC = 8 + your Constitution modifier + your proficiency bonus

A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase as shown in the Breath Weapon column of the Dragon Adventurer table.

After using your breath weapon, you cannot use it again until you complete a short or long rest. In addition, at the start of each of the your turns, roll a d6. If the roll is a 5 or 6, you regain the use of Breath Weapon.

At 6th level, size of your breath weapon increases. If it is a Cone, it becomes a 30 ft cone, if it is a line, it becomes a 5 ft by 60 ft line.

At 18th level, the size of your breath weapon increases further. If it is a Cone, it becomes a 60 ft cone, if it is a line, it becomes a 5 ft by 120 ft line.

Breath Weapon
Dragon Color Damage Type Breath Weapon
Black Acid 5' by 30' line (DEX save)
Blue Lightning 5' by 30' line (DEX save)
Brass Fire 5' by 30' line (DEX save)
Bronze Lightning 5' by 30' line (DEX save)
Copper Acid 5' by 30' line (DEX save)
Gold Fire 15' cone (DEX save)
Green Poison 15' cone (CON save)
Red Fire 15' cone (DEX save)
Silver Cold 15' cone (CON save)
White Cold 15' cone (CON save)

Draconic Heritage

Each form of True Dragon has a number of unique characteristics, when you create your Dragon Adventurer choose its ancestry from the following options: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. Your choice determines a number of aspects of your character such as the type of Breath Weapon you have as well as a number of other features you gain at 1st, 3rd, 7th and 14th levels.

Natural Armor

Your body is covered by a thick hide of scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Alternate Form

Dragons often take the forms of other creatures in order conceal its true nature. You can use an action to polymorph yourself into a form which either resembles a Medium beast or Small or Medium Humanoid. When you first gain this ability choose the appearance of your Alternate Form including any clothing or mundane equipment it possesses. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. Your statistics are the same while transformed with the following exceptions:

  • You cannot use your Breath Weapon
  • You cannot use your Dragon's Bite
  • You cannot Fly
  • You lose the benefit of your natural armor.

You can use an action to return to your True Form. Whenever you finish a long rest, you can change the appearance of your Alternate Form.

Flight

At 2nd level, your wings are strong enough to bear you aloft. You gain a fly speed equal to your land speed. Your wings are only strong enough to work in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

At 5th level, your fly speed increases to 60 feet and wings are more developed and you can fly without falling at the end of your turn.

At 10th level, your fly speed increases to 80 feet.

At 15th level, your fly speed increases to 100 feet.

Spellcasting

Dragons are fonts of raw arcane power which fuels your spells. Beginning at 2nd level, you cast spells as a sorcerer does.

Spell Slots

The Dragon Adventurer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known

You know two 1st-level Spells of your choice from the Sorcerer spell list.

You learn an additional spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th 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 Dragon 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 Dragon Spells. 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 Dragon 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

Spellcasting Focus

As a True Dragon you can use your own body as a spellcasting focus for your spells.

Metabreath

At 3rd level, you gain the ability to modify your breath weapon to suit your needs. You gain two of the following Metabreath options of your choice. You gain another option at 10th level and again at 17th level.

You can use only one Metabreath option at a time, unless otherwise noted.

  • Careful Breath. When you use your breath weapon, you can protect some of those creatures from the breath's full force. When you do so, you reduce the damage of your breath weapon by 1d6 and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the Breath Weapon and they take no damage if they would normally take half damage on a successful save.

  • Distant Breath. When you use your breath weapon, you can project the energy so that it covers more area. Double the size of the cone or line (but not the width in the case of a line). After using Distant Breath, your breath weapon only recharges on a roll of 6 rather than 5 or 6.

  • Empowered Breath. When you roll damage for your breath weapon, you can roll d8s rather than d6s. When you do so, you become poisoned until the end of your next turn.

  • Extended Breath. When you use your breath weapon you can shape it into a lingering cloud of energy the same shape as the breath. The breath weapon deals no immediate damage, instead a creature takes damage when it enters the cloud’s area for the first time on a turn or starts its turn there. The cloud deals 2d6 less damage than your breath weapon and lasts for 1 minute.

  • Heightened Breath. When you use your breath weapon you can direct some of your lifeforce into the attack in order to make it harder to avoid. Sacrifice any number of hit dice, for each hit die you lose one target of your breath weapon has disadvantage on its saving throw.

  • Quickened Breath. When you use your breath weapon as a bonus action, when you do so the breath weapon doesn't recharge until you finish a short or long rest, you don't roll to recharge it until you've rested.

  • Transmuted Breath. When you use your breath weapon, you can expend a spell slot to magically transmute the breath weapon's damage type to one of the following listed types: acid, cold, fire, lightning, poison, or thunder. You can use Transmuted Breath even if you have already used a different metabreath on the same attack.

Ability Score Improvement

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

Size Increase

At 9th level, your size increases to Large. This gives you the following benefits:

  • Increase your Strength Score by 4. Your maximum Strength score is now 24.
  • Double your carrying capacity.

Frightful Presence

At 8th level, you drive fear into those around you. As an action, you can cause each creature of your choice within 60 feet to make a Wisdom Saving Throw against your spell save DC. On a fail the creature becomes frightened of you 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.

If a creature's saving throw is successful or the effect ends for it, the creature is immune your Frightful Presence for the next 24 hours. Once you use this feature, you cannot do so again until you finish a short or long rest.

Overland Flight

By the time you reach 11th level, you are so at home in the air that flight takes almost no effort. You can rest or even sleep while flying and can cover enormous distances while airborn.

Empowered Blows

In addition, at 11th level, while you are assuming your alternate form, you can lend some of your draconic power to your attacks. Whenever you strike an opponent with a weapon attack, you can choose to deal an extra 1d8 damage. The extra damage is the same type as your Breath Weapon.

Legendary Resistance

Dragons are legendarily resilient to assault. Upon reaching 13th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a long rest.

At 19th level, you can use this feature twice before a rest, but only once on the same turn.

Draconic Heritage

Black Dragon

Black Dragons are among the most evil-tempered true dragons. Typically heralding from dismal swamps or bogs, Black Dragons usually become adventurers to prove themselves or when they see an opportunity to seize power. Regardless, they are cunning, clever and brutally self centered.

Black Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Swampborn. You have immunity to Acid damage.

Black Dragon Spells

The magic of Black Dragons is cruel and wicked, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Inflict Wounds
5th Darkness
9th Plant Growth
13th Control Water
17th Negative Energy Flood

Corrupt Water

At 3rd level, your mere presence can poison water around you to all but the hardiest of life. As an action, choose any amount of water or liquid containing water within 30 feet to become befouled. A non-dragon creature attempting to drink befouled water takes Poison damage equal to your breath weapon damage and become poisoned for 1 minute. A successful Constitution saving throw against your spell save dc reduces the damage by half and negates the poisoned condition.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Dominate Beasts

Black Dragons are the apex predators of their natural environments and command the fealty of lesser creatures. Upon reaching 7th level, as an action, you can attempt to control all beasts within 30 feet. Each affected creature must make a Wisdom saving throw versus your spell save dc or become charmed by you for 1 hour. Reptiles have disadvantage on their saving throws against this effect.

While a beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object."

If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Once you use this feature, you cannot do so again until you finish a long rest.

Plague of Mosquitoes

At 14th level, you can summon a swarm of biting insects to assail your foes. You can cast the spell Insect Plague without using components or a spell slot using this feature.

Once you do so, you cannot use this feature again until you finish a short or long rest.

Blue Dragon

Vain and territorial, Blue dragons prefer hot arid areas like sandy deserts and badlands. Comparatively hierarchical among chromatic dragons blue dragon adventurers are sometimes sent to visit communities in order to determine their potential threat to the dominance of Blue Dragon kind.

Blue Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet

Burrowing Claws. You have a burrow speed of 20 feet, but only through soft dirt or sand.

Stormborn. You have immunity to Electricity damage.

Blue Dragon Spells

The magic of Blue Dragons is deceptive and tricky, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Create Or Destroy Water
5th Pass Without Trace
9th Major Image
13th Confusion
17th Wall of Stone

Sound Imitation

At 3rd level, you can mimic any voice or sound you have heard and project it to a point within 30 feet. Listeners must succeed on a Wisdom (Perception) ability against your spell save DC to detect the ruse.

Aerial Acrobat

Blue Dragons excelled at maneuvering while airborne when compared to other chromatic dragons. At 7th level, while flying you can use a bonus action to take Dash or Disengage actions.

Mirage Maker

Upon reaching 14th level, you can manipulate the senses of others in order to confuse and disorient travellers. You can cast the Hallucinatory Terrain spell using this feature, when you do so, the spell has a casting time of 1 action and has no components.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Brass Dragon

The most gregarious of all true dragons, Brass dragons crave conversation and are famous (some would say infamous) raconteurs. Brass Dragon dwell in hot dry places which often put them at odds with Blue Dragons. Brass Dragon Adventurers frequently flock to anywhere they think they can find a story or someone to talk to.

Brass Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Burrowing Claws. You have a burrow speed of 20 feet, but only through soft dirt or sand.

Sunborn. You have immunity to Fire damage.

Brass Dragon Spells

Brass Dragons love conversation and their magics aid them in this pursuit, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Healing Word
5th Suggestion
9th Tongues
13th Locate Creature
17th Modify Memory

Charming Gaze

At 3rd level, you can use your gaze to disarm and lull others into speaking with you. Choose a beast or humanoid within 30 feet that can see you. It must make a Wisdom saving throw versus your spell save DC, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Sleeping Breath

Brass Dragons have a secondary breath weapon which you can use once you reach 7th level. When you use your breath weapon, you can choose to instead release a 30 ft cone of gas.

For each die of damage your breath weapon would normally deal roll 2d8, the total is how many Hit Points of Creatures this breath can affect. Creatures within the cone are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).

Starting with the creature that has the lowest current Hit Points, each creature affected falls Unconscious for 10 minutes or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.

Summon Storyteller

Upon reaching 14th level, you can call upon a powerful Djinni to serve you either as a storyteller or in combat. Using this ability functions as Conjure Elemental, except you summon Djinni.

Once you use this feature, you cannot do again until you finish a long rest.

Bronze Dragon

Bronze Dragons have a strong sense of justice and often seek the company of smaller creatures especially humans. Bronze Dragon adventurers often strive to help those in danger, such as rescuing humans from a shipwreck or a dangerous foe. In many instances, bronze dragons, remain in disguise so that those who they help never knew who really did the rescuing.

Always seeking justice, Bronze Dragons can not abide to see any creature being treated with cruelty of any sort.

Bronze Dragon Adventurer Traits

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Stormborn. You have immunity to Electricity damage.

Bronze Dragon Spells

Bronze Dragons use their magics to punish the wicked and protect those in need, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Thunderous Smite
5th Detect Thoughts
9th Tidal Wave
13th Control Water
17th Control Winds

Warrior Form

Bronze dragons frequently spend large amounts of time in their alternate form and learn to excel at fighting while transformed. At 3rd level, you gain proficiency with Martial Weapons and Shields. In addition, choose a fighting style from those available to a Fighter, you can't take a Fighting Style option more than once, even if you later get to choose again.

Repelling Breath

Bronze dragons have a secondary breath weapon which they use to repel hostile foes or knock them away, such as off the deck of a ship. At 7th level, when you use your breath weapon, you can choose to replace the lightning with a 30 ft cone of repulsive force. Creatures within the cone must make strength saving throws versus your breath weapon DC or be pushed 30 feet directly away from you.

Righteous Champion

You are a beacon of heroics. Starting at 14th level, you and all allies within 30 feet who can see or hear you are immune to fear. This effect functions as long as you are conscious.

In addition, you can use an action, you can motivate your allies with renewed vigor. You and each ally within 30 feet gains temporary hit points equal to your Dragon Adventurer level.

Once you use this feature in this way, you cannot do so again until you finish a short or long rest.

Copper Dragon

Black Dragons are among the most evil-tempered true dragons. Typically heralding from dismal swamps or bogs, Black Dragons usually become adventurers to prove themselves or when they see an opportunity to seize power. Regardless, they are cunning, clever and brutally self centered.

Copper Dragon Adventurer Traits

Copper Dragons have a well-deserved reputation as incorrigible pranksters. Mostly good tempered they are a fan of any riddle or tale. Young Copper Dragons often descend from their mountain homes to become adventurers purely out of boredom.

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

Speed. Your base walking speed is 30.

Prankster. You have proficiency with the Stealth skill.

Caveborn. You have immunity to Acid damage.

Copper Dragon Spells

Bronze Dragons use their magics to punish the wicked and protect those in need, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Hideous Laughter
5th Invisibility
9th Major Image
13th Greater Invisibility
17th Wall of Stone

Spelunker

At home in dark twisting cave tunnels, 3rd level Copper Dragons learn the Spider Climb spell, and may czast it on themselves using this feature without a using a spell slot at will. When they do this, the spell does not require concentration.

Slowing Breath

At 7th level, you gain access to your secondary breath weapon. Whenever you use your breath weapon, you can replace the acid with a 30 foot cone of slowing gas which impedes your foes. Each creature within the cone must make a Wisdom Saving throw versus your Breath Weapon DC or be slowed for 1 minute as per the spell slow.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Peak Shaper

Upon reaching 14th level, you can modify stone and shape it into forms of your choosing. You learn the Stone Shape and Transmute Rock spells. You can cast each one without using a spell slot using this feature. Once you cast a spell in this way, you cannot cast that spell again until you finish a short or long rest.

Gold Dragon

Gold Dragons are dedicated foes of evil and foul play. Young Gold Dragon often embark on self-appointed quests to promote good. Woe to the evildoer who earns a gold dragon's wrath. The dragon will not rest until the malefactor has been defeated and either slain or brought to justice. Gold Dragons do not settle for anything less than complete victory over evil.

Gold Dragon Adventurer Traits

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Sunborn. You have immunity to Fire damage.

Gold Dragon Spells

Bronze Dragons use their magics to punish the wicked and protect those in need, you learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Cure Wounds
5th Zone of Truth
9th Revivify
13th Death Ward
17th Geas

Hunter of Evil

The presence of strong evil registers on your senses like a noxious odor. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been desecrated, as with the Hallow spell.

Weakening Breath

Gold Dragons have a secondary breath weapon which you can use once you reach 7th level. When you use your breath weapon, you can choose to instead release a 30 ft cone of gas.

Each creature in the cone must succeed on a strength saving throw versus your breath weapon DC or have disadvantage on Strength-based 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.

Luckstone

Gold Dragons often reward those who aid them in their crusades. Upon reaching 14th level, you can use an action to touch a stone and transform it into a Stone of Good Luck. Once attuned, the bearer of the stone receives a +1 bonus to Ability Checks and Saving Throws.

Once you create a Stone of Good Luck in this way, you cannot do so again until you finish a long rest.

Green Dragon

Lovers of intrigue and scheming, Green Dragons are always plotting their next scheme. Hailing from ancient forests with towering trees, Green Dragon Adventurers usually emergy with some ploy to gain treasure with the minimum of effort. Putting up a front of diplomacy and deceit when dealing with stronger foes, they revealed their cruel and petty nature when intimidating lesser beings or when gaining the upper hand. They delight in stalking their enemies and listening in for any information they can gather before moving to attack.

Green Dragon Adventurer Traits

Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Forestborn. You have immunity to Poison damage, and the Poisoned Condition.

Green Dragon Spells

Green Dragons delight in manipulating others and use their magics to concoct elaborate schemes. You learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Ray of Sickness
5th Suggestion
9th Plant Growth
13th Hallucinatory Terrain
17th Mislead

Honeyed Tongue

Consummate schemers, Green Dragons are so practiced with their words, they seldom if ever say more than they mean to. Whenever you make a Charisma (Deception) roll, treat a roll of 7 or lower on the d20 as an 8. In addition, you have advantage on saving throws against divination magic.

Dominator

Green Dragons delight in the manipulation of humanoids. At 7th level, you know the Dominate Person spell, and can cast it once using this feature.

Once you use this ability you cannot do so again until you finish a long rest.

Evil Wind

At 14th level, your maw can unleash a creeping death. When you use your breath weapon you can choose to replace the normal effect with a roiling cloud of noxious vapors which creeps along the ground. This functions as cloudkill except it deals damage equal to your breath weapon, uses your breath weapon save DC and does not require concentration.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Red Dragon

Supremely confident of their own abilities, Red Dragons view themselves as the pinnacle of dragon kind. Red Dragon adventurers don't feel the need to prove themselves, rather they already believe they are a supreme being. They travel the world accumulating wealth and power for themselves.

Red Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Lavaborn. You have immunity to Fire damage.

Red Dragon Spells

Brutal and prone to snap decisions, Red Dragons use their magics to find treasure and crush their opponents. You learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Detect Magic
5th Locate Object
9th Fireball
13th Leomund's Secret Chest
17th Legend Lore

Treasure Sense

At 3rd level, you have honed your love treasure to the point that you can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you.

Overpowering Heat

The fire of Red Dragons is legendary. At 7th level, whenever you use your breath weapon or cast a spell which deals fire damage, increase the damage by 2 per die rolled.

Melt Rock

Upon reaching 14th level, your breath weapon is so hot it can effortlessly destroy objects and melt stone. Whenever your breath weapon deals damage to an object it deals the maximum possible damage. In addition, any stone on the ground in the area of the breath weapon is melted into lava a foot deep which takes 10 minutes to cool. A creature takes 3d10 fire damage when it enters the lava for the first time on a turn or when it ends its turn there.

Silver Dragon

Silver dragons enjoy the company of humans and elves so much that they often take the form of a human or elf and live among them for the majority of their lives. However, it should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. Silver Dragons usually become adventurers to search out a community to join, or to leave in order to pass themselves off as a newcomer to the same group.

Silver Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Mountainborn. You have immunity to Cold damage.

Force of Personality. You gain proficiency in the Persuasion skill.

Silver Dragon Spells

Community minded and clever, Silver Dragons have magic to help them thrive in populations. You learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Charm Person
5th Detect Thoughts
9th Nondetection
13th Mordenkainen's Private Sanctum
17th Control Winds

Many Faces

Silver Dragons often retain multiple identities, sometimes adopting the form of both a young and old member of a family in order to mask their true nature. You can maintain three different alternate forms simultaneously and may shift from one to another whenever you use

Silvermind

Silver Dragons ofter pursue greater understandings of magic than other dragons. Upon reaching 7th level you learn four cantrips of your choice from any class. In addition, choose two Spells from any class. A spell you choose must be of a level you can cast. The chosen Spells count as dragon Spells for you.

Paralyzing Breath

Powerful Silver Dragons are able to unleash their powerful secondary breath weapon upon reaching 14th level. This breath weapon renders foes frozen in place, when you use your breath weapon, you can choose to instead release a 30 ft cone of paralyzing gas.

Each creature in the cone must succeed on a constitution saving throw versus your breath weapon DC or become 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.

Non-Typical Dragons

The personality of dragons is very dependent on their nature and upbringing. The ability score increases for each type of dragon listed here is typical for most dragons of each color. However, in a world where dragon eggs are sometimes traded or found, some dragon wyrmlings are born and raised in unusual circumstances and have radically different personalities.

Optionally, when you create your Dragon Adventurer, you can ignore the listed Ability Score Increase, and instead select one ability score to increase by 2, and another different ability score to increase by 1.

White Dragon

Smallest and most animalistic of true dragons. White Dragons find their homes in frigid remote areas filled with ice and snow. Often looked down upon by other dragons, White Dragons are still cunning and dangerous hunters. White Dragons often become adventurers when they feel that they are no longer welcome in their previous territory.

White Dragon Adventurer Traits

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

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Ice Tunneler. You have a burrow speed of 20 feet, but only through ice and snow.

Swampborn. You have immunity to Cold damage.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.

White Dragon Spells

White Dragons manipulate cold in order to terrorize their victims. You learn the following spells at the listed level in addition to your other spells known, they are Dragon spells for you.

Dragon Level Spells
1st Fog Cloud
5th Gust of Wind
9th Sleet Storm
13th Ice Storm
17th Cone of Cold

Freezing Fog

At 3rd level, you can bring forth the power of your inner cold. Whenever you cast the Fog Cloud spell, you can choose to coat any surface it touches with slippery ice. Whenever a creature begins its turn or enters the area of your Fog Cloud while touching the ground, they must make a Dexterity saving throw versus your spell save DC or fall prone.

Snowy Wings

The scales of young White Dragons reflect light like a mirror, but as they age the color fades slightly. At 7th level, you can conceal yourself by surrounding yourself with your wings. This allows you to hide even without cover appearing as either a stone, a pool of water or ice depending on your position. You have advantage on Dexterity (Stealth) checks made in naturally rocky or icy terrain.

Hellfrost Breath

Upon reaching 14th level, the supernatural cold of a White Dragon's breath weapon is unmatched, drawing out all the heat from a creature's body. When a creature without cold resistance or immunity fails its constitution saving throw against your breath weapon it gains 1 level of exhaustion.

If a creature would be reduced to 0 or fewer hit points by your breath weapon it is frozen solid becoming petrified as an ice statue.

 

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