I do a lot of homebrew (mostly for DND 5E) and I figured this would be a good place to share it. If you have questions, please email me at davidtmosesauthor@gmail.com. Happy gaming!

How to Train Your Dungeons and Dragons: a 5E guide for Dreamwork’s: How to Train Your Dragon
Click here to access the google doc, it looks prettier and is easier to navigate but sometimes has issues loading.
https://docs.google.com/document/d/1c8Ncd8HkD7uom_ggFiaDG-_Clw-K_5_lP67eOGYN02k/edit?usp=sharing
Dragons as Characters
Playing a dragon as a character is obviously somewhat different than playing a humanoid character. Dragons do not generally form extensive societies and settlements like humanoids, and are not generally accepted in humanoid settlements. Dragons also do not wield weapons. Thus, you can’t just go into town and buy stuff when you want to, unless you’re transformed into a humanoid by magic. There are sometimes wild packs or alliances of dragons, but never to the extent that humanoids form.
So, dragons walk a line between beast and man that makes interactions in a part-dragon (or full dragon) party somewhat different. If the humans in a party need to go into town, it may be necessary for the dragons to wait outside the town with a predetermined meeting place or a signal to meet up again. Of course, some societies will be accustomed to seeing dragons, such as Berk. Once the party gains some notoriety, it may become alright for the party to bring their dragons with them into town.
Full or mostly dragon parties may need a different sort of dynamic than a humanoid party. They would probably have more dragon patrons, perhaps getting involved in territorial disputes between dragons, or defending towns or smaller dragons.
Using items is slightly different as well. Dragons don’t use clothing, though they can use armor that is specifically designed for them. Dragons don’t have hands, so they can’t really use weapons. A dragon could hold a weapon in its teeth or claws, but dragons are not proficient in such weapons, and an attack would be made with disadvantage since the weapon was designed to be used by human hands. Some dragons have prehensile tails they could potentially hold weapons in. But again, they are not proficient, though with sufficient training they could potentially become proficient.
Magic items are also slightly different, since they are not designed for dragons. Use intelligence when determining if a dragon can wear an item. The DMG says the following:
“When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs has no way to wear magic boots.”
A dragon may be able to wear a ring on a horn or tail, but would probably have a hard time functionally wearing a hat or boots designed for humanoids.
Dragons can also fly, with a few exceptions. As a DM, remember that this makes some monsters (particularly those without ranged attacks) much easier to defeat. Keep this in mind when designing encounters, and if you don’t want it to be too easy, send monsters with ranged attacks, spells, or flight at your players. A large crevasse or a mountain provides much less of a barrier if your party has flying dragons. You can also make some of the beginning encounters easier, but as the party’s enemies learn they may develop better weapons, such as ballista or dragon-grappling chains (see items and games). Flying also makes travel faster. But remember that dragons don’t have inexhaustible Strength and energy. Over journeys that take several hours or more, particularly in the Archipelago, parties will need to take semi-frequent rests on passing islands. If players don’t stop at islands they see, it may have drastic consequences if they are over open water. Dragons can also generally carry two standard humanoids without too much trouble, but any more than two tires a dragon quickly, and makes them slower than they normally would be.
As a DM though, don’t worry excessively about the limitations of the dragons in your player’s party. They have dragons! They should be able to do amazing things. Don’t let rules and limitations get in the way of having fun, but use it to enhance the realism and story of your campaign.
Playing D&D in the Barbaric Archipelago
Welcome to the Barbaric Archipelago! A collection of thousands of islands full of vikings and dragons. The archipelago is cold, even arctic and frozen in certain places and at certain times of the year. Dragons terrorize every island, stealing food from inhabitants, and often shaping the land itself. The islands come in as much variety as the dragons that live there. Some are frozen wastelands, some have unique species, some are rocky and barren, and some forested or mountainous, while others are completely settled by humanoids.
Humanoids in the Barbaric Archipelago
The How to Train Your Dragon franchise had only human inhabitants in the archipelago. However, you can make the humanoids there as variable as you like. They can all be mixed together, and some islands may be inhabited only by one kind of humanoid. The archipelago makes for very harsh living, so the inhabitants tend to either be very stubborn, or have a very good reason for staying. For more information on possible characters in the archipelago, look at the section on backgrounds.
Campaigns in the Barbaric Archipelago
The timeline of the Archipelago can be divided into three eras. You can set your adventure in one of these eras, or have the story progress through all of them.
Era 1: How to Train Your Dragon 1
During this era, dragons and vikings are enemies. They kill each other mercilessly. Your characters could be contemporaries of Hiccup, and learn to train dragons on their own around the same time as those in Berk. They would then learn about, and how to deal with different types of dragons. Boss fights could be other tribes who try to kill your dragons such as the Berserker tribe led by Dagur the Deranged and his skrill, or some of the big legendary dragons such as the Bewilderbeast or Red Death.
Non-violence: If your characters are good-aligned, or are allies of Berk, they may not want to go around killing dragons (or people). D&D however, is very much designed around combat, and many enemies the players face will be dragons. You have several options.
1. Focus on role-playing, and trying to befriend dragons without hurting them. Sometimes the players may be forced to fight a dragon, and in that case they would use non-lethal force, and try to heal a dragon if they have injured it.
2. You can focus on fighting alongside dragons to stop humanoids from hurting other dragons. This was a main theme of Dragons: Race to the Edge. In this case, most combat encounters would be against humanoid enemies.
3. You can fight other types of creatures found in standard D&D. These creatures would not traditionally be encountered often in the archipelago, but you can adjust as necessary so the players fight giants or elementals rather than dragons themselves.
4. EASIEST CHOICE You can have your players fight dragons to then train them afterwards (think Pokemon). When your players encounter a dragon, they would fight it until they knock it unconscious. They could then nurse the dragon back to health, and befriend it.
But, you don’t have to choose a path of non-violence. Your players can befriend some dragons to use to fight other dragons and defend themselves, or become dragon trappers and traders.
Era 2: Race to the Edge, and How to Train Your Dragon 2
During this era, Berk is well known for having trained and befriended dragons. Hiccup and his friends spend their time trying to protect dragons that are being hunted. Your players could travel to Berk to be trained by them, so they can capture and train their own dragon. Playable dragons encountered in this way should start at level 2. Players could then explore the archipelago on their own, or take assignments from the Berkians to track down people who have been hunting dragons. Enemies for this era could include Viggo and Ryker Grimborn, Trader Johann, Krogan and his titan wing Singetail, or Drago Bludvist and his Bewilderbeast.
Era 3: How to Train Your Dragon 3 and beyond
During this era, Berk is overcrowded with dragons, and Hiccup is chief. He and the other dragon riders go around freeing dragons and bringing them back to Berk. But, dragons are becoming much less common than they used to be. Part of that is because of hunting, but dragons are also fleeing the surface world to enter the Hidden World below the surface of the earth. Players during this era can go around freeing dragons that are being trapped and hunted. They could go around trapping and selling dragons while the Berkians try to stop them. They could discover the Hidden World, and go around trying to lead threatened dragons to safety there. Keep in mind that the dragons in the hidden world would not permit humanoids in their domain, and would attack. Major enemies during this era would include Grimmel the Grisly and his six Deathgrippers, as well as the Warlords: Chaghatai Khan, Griselda the Grevious, and Ragnar the Rock.
A Sense of Wonder
One of the most engaging and important aspects of a D&D campaign based around How to Train Your Dragon is a sense of beauty and wonders of the world. When the characters encounter a new dragon, or a new wondrous place take some time to describe what they see so the theatre of the mind can capture the true wonder and majesty of dragons.
The first time characters take flight, you can describe the rushing wind in their face as the tops of hundreds of pines blur by their feet. Or the spray of the sea as they weave between towering sea stacks. Or the moonlight glinting off the clouds and their dragon’s wings as they float through a gentle night sky. Their first sight of a red death or a Bewilderbeast should instill them with profound awe.
Of course, you don’t need to describe everything as that takes a long time and gets boring and tiresome. But special places such as Vanaheim, the towering cliffs and waterfalls of New Berk, or the Hidden World of dragons deserve a bit of time to capture the beauty that is so abundant in the films.
Islands/places
Berk– Berk is the home of a viking colony led by Stoic the Vast. During era 1 they are at constant war with the dragons who steal their food. During era 2 they become friends with and tame the dragons, living with them. During era 3 they leave the island of Berk. The island itself is mostly uninhabited, only the front portion is occupied by the Berkian village. The rest of the island is untamed forest and mountain area. Around the coast of the island are dozens of sea stacks, some of which are carved with threatening viking totems. The Berkians are very open to trade, some of which sustains their existence on the island.
Berserker Island– Named for the Berserker tribe that inhabits it, Berserker Island is the home of Dagur the Deranged, and Heather. It is a very rocky, steep island with an extensive maze of caverns underneath it. Few know it, but these caverns are the home of a Bewilderbeast, the King of Dragons.
Breakneck Bog– Home of smothering smokebreaths, the island has a reputation as a haunted graveyard of stranded sailors and shipwrecks. It is an island in a group of islands that make the vague shape of a man’s hand, Breakneck Bog being the thumb. It is covered in jagged rocks and twisting vines, as well as enormous fog banks caused by the smothering smokebreaths that inhabit it. It is located 20 hours and 25 minutes from Dragon’s Edge, and 10 hours from Berk.
Changewing Island– A nesting ground for changewings, Changewings Island is otherwise a very peaceful place. The island is covered in dense forest, with mostly rocky shores, but some beaches and a thick stream. It is located 46 hours from Dragon’s Edge, and 2-3 hours from Berk by dragon.
Dark Deep– Dark Deep is the legendary ancestral home of the Gronckles. As such, it has very little vegetation, mostly just rock and caves. It is also the home of other boulder-class dragons, specifically the Catastrophic Quaken.
Dragon’s Edge– Dragon’s Edge is the off-Berk base of the Dragon Riders (Hiccup and Toothless, Astrid and Stormfly, Ruffnut, Tuffnut, and Barf and Belch, Fishlegs and Meatlug, Snotlout and Hookfang, and sometimes Heather and Windshear). On the beach they have established a base with cabin huts for each of them, defense towers, a harbor, a boar pit, and Fishlegs’ topiary garden and spa. The island is volcanic, the volcano can be sometimes active. The most notable residents of the island are the Night Terrors, who tend to scare off bigger, more dangerous dragons by imitating the shape of a bigger dragon during the night. It is located 34 hours from Berk by dragon, 1 week by ship.
Dragon Island– Also known as the Dragon’s Nest, Dragon island has a large volcano occupied by an enormous Red Death alpha during Era 1. The coast of the island has large swaths of beach which then rise into the sides of the volcano. It is very difficult to reach by ship however, because of the perpetual fog that surrounds it, and the treacherous passages of high cliffs, sea stacks, and shallow rock. It is nearly impossible to reach without a dragon, and the dragons that live there like it that way. It is located between 1 and 6 hours from Berk, and 47 hours from Dragon’s Edge.
Dragon’s Nest- See Dragon Island
Dragon World/Hidden World/Edge of the World– The hidden world has only one entrance that has been known to be seen by humankind. The entrance is what appears to be a hole in the sea, water from the sea flows over jagged rocks in a ring more than 150 ft. across in enormous waterfalls. The drop is impossible to navigate without magic or flight. Below is an enormous array of caverns filled with luminescent crystals, minerals, and strange plants putting the name “underdark” to shame. Some refer to it as the Underbright. It is also filled with dragons who have retreated there to be separate and safe from humankind. Nearly any dragon who finds a human there will attack mercilessly, trying to kill the intruders. The dragons view the place as a sacred refuge, and so keep the secret from any but the most trustworthy. It is supposedly the ancestral home of all dragons. It is located 3 hours from Berk.
Dramillion Island– Dramillion Island is the home of many dramillion dragons, including at least 1 titan wing. It is a lush island, covered in trees. It is also a primary stomping ground for Dragon Hunters, who train on the island by hunting dramillions. It is located 12 hours from Berk.
Edge of the World- see Dragon World
Eel Island– Eel island is named for the eels that infest it. For this reason, most dragons avoid the island because they hate eels. Typhoomerangs however are one of the few that are not afraid of eels, and so live on the island. It is mountainous and hilly with grass and scattered trees. It is located 2.5 hours from Berk.
Eruptodon Island– Eruptodon Island houses an active volcano which feeds a hungry Eruptodon dragon with its lava. Underneath it are extensive caves with active lava flows and pools. Smoke and mist surround the island, sprayed out with ash from the crater. It is located 14 hours from Berk.
Fireworm Island– Fireworm island is home to a Fireworm Queen and an enormous hive of fireworms. The surface of the island is generally undisturbed, but the caves within the island house the fireworm hive. It is located 16.5 hours from Dragon’s Edge, and between 1.5 and 8 hours from Berk.
Glacier Island (Snow Wraith Island)- Glacier Island is a frozen arctic island on which reside multiple Snow Wraiths. The island is frequently pounded by blizzards. Within the ice are complex tunnels in which Snow Wraiths make their lair. It is located 5 hours from Dragon’s Edge, and 39 hours from Berk.
Healer’s Island- An island with many varieties of useful plants for potions and medicines.
Hidden World- see Dragon World
Iron Isle– Iron Isle is made mostly of rock stacks, and is heavily forested. The edges of the island are very steep rocks and cliffs, making it difficult to land without a dragon. It is the home of the Armorwing, which is where its name comes from. It is located 23 hours from Dragon’s Edge, and 1.5 hours from Berk.
Isle of Thizzian– a rocky island with a single narrow peak. It is located less than a day from Dragon’s Edge, and is covered in grass and trees. It is also a known location of the sassafras plant, from which an oil valuable in mechanics can be made.
Lycanwing Island– lycanwing island is a rocky place with many caverns. It is regarded to be the home of the Lycanwing dragon, though lycanwings have never been seen there, if they even exist. In reality the legend was created to scare people away from the location of two dragon eye lenses.
Malori Majori– Malori Majori is a remote island that is the home of the man-eating metal masons, which may or may not be real. Trader Johann has mentioned it as part of his travels.
Melody Island– Melody island has fresh fruit, and beautiful waterfalls. But it is also the home of the Death Song dragon which preys on vikings and dragons alike. It is a rocky and forested place. It is located 18 hours from Dragon’s Edge, and between 30 minutes and 4 hours from Berk.
New Berk– New Berk is where the Berkians fled to, led by Hiccup Haddock, at the beginning of Era 3. It is a very tall island, surrounded by steep cliffs on all sides making it nearly inaccessible except by dragon. The Berkians however have set up large pulley systems to raise and lower ships up and down the cliffs. The Berkians’ dragons leave to go to the hidden dragon world also toward the beginning of era 3. It is located less than a day from Berk by dragon.
Northern Markets– The northern markets are the location of a large trading port for both legal and unsavory trade. You can find anything here from new weapons, to jewels, to chicken feed, as well as various taverns. But be careful who you trust. It is located 30 hours from Dragon’s Edge, and 2 hours from Berk.
Odin’s Respite– Odin’s Respite is the last known location of the Buffalord Dragon. The island is mostly open grassy plains and herbs in tiered and hilly plateaus. Distance from Dragon’s Edge: 22 hours.
Outcast Island– Outcast island is the home of the Outcast tribe, led by Alvin the Treacherous. It is a barren, rocky place not far from Berk. Ice tail pike and many wild dragons are also native to the island. The Outcast Tribe has a mixed history with Berk especially in era 1, but in Era 2 they become fast allies. It is located 28 hours from Dragon’s Edge, and 1 hour from Berk.
Screaming Death Island– Screaming Death island is a large island, covered in holes and tunnels carved by the screaming death and whispering deaths who live there. It is located 23 hours from Dragon’s Edge, and 1 to 4 hours from Berk.
Sea of Despair- a sea of open water in the Barbaric Archipelago.
Ship Graveyard– A ship graveyard exists in a secluded cove. The whole cove is filled with broken and abandoned ships that are often filled with treasure. However, it is also very dangerous. Giant eels infest the waters in the graveyard, and each ship is covered in traps. It is of particular interest because trader Yohann keeps his wares there for safety. There is also an old Dragon Hunter ship there called the reaper, on which Hiccup found the dragoneye during era 2, where it was previously abandoned along with the ship by the Dragon Hunters. The ship includes rope traps, metal claw traps, crossbow traps, and axe traps. It also includes dragon cages with the bones of long-dead dragons within. It is located 21 hours from Dragon’s Edge, and 2-3 hours from Berk.
Slitherwing Island– exactly what it sounds like, it’s an island infested with slitherwing dragons. They have hunted most other wildlife and dragons off the island. Plant life includes fruits and angel fern. It is located 24 hours from Dragon’s Edge.
Vanaheim– Vanaheim is the mythical place where dragons go to die. The dragon riders were able to find the island, since it is in fact real. Many dragons go there in their last year or less for a peaceful final resting place. Piles of dragon bone lie undisturbed from all kinds of dragons. The place is guarded by boulder class sentinel dragons who prevent any from leaving the island. They are blind, relying on their keen smell to detect what is around them (see Sentinel dragon under playable dragons). They feed on a certain fruit, unique to the island. The dragon riders escaped from the island by covering themselves with the fruit, in turn making themselves smell like sentinels. It is located 27 hours from Dragon’s Edge, and 4.5 hours from Berk.
Valka’s mountain– also known as Valka’s Sanctuary, the mountain island has very little on the outside besides ice and large beaches. It is formed out of polygon-shaped rock pillars from volcanic activity, which also causes a few hot springs. Inside the mountain is a green oasis in the caldera of the volcano where dozens of dragons live under the protection of the Bewilderbeast and Valka the druid. The breath of the Bewilderbeast covers the roof of the caldera with icy spikes.
Wingmaiden island– Wingmaiden Island is the home of the Wingmaiden tribe, and is a nesting site for Razorwhips. The Wingmaidens take care of the baby razorwhips who are born blind until they can fend for themselves. The young dragons carry the maidens, making them look almost like angels (see also Razowhip Hatchling, and wingmaiden under people and backgrounds). The island itself has enormous spires of stone, one of which is hollow to the bottom, nearly impossible to reach without flight. At the bottom is a sacred shrine. The island also has lots of forested area. It is located 29 hours from Dragon’s Edge.
Playable Dragons (D100 for random dragon)
Armorwing (1)
Rarity: Rare
Playing an Armorwing
Armorwing dragons are territorial, generally solitary, and very defensive. They are large and strong, almost on par with a monstrous nightmare. But they do not have strong scales to protect themselves. You instead use pieces of scrap metal, welded together with your fire breath and held in place with your magnetic body. While playing an Armorwing, remember that underneath your armor, you’re a big softie.
Primary subclass: Mystery
Secondary subclass: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Wisdom by 1.
Size. Armorwing hatchlings are more or less human-sized. If you start as a hatchling your size is medium. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You have resistance to fire damage.
Proficiencies. You are proficient in Investigation, also medium and heavy armor.
Metal Armor. (this feature replaces the scaly defense feature granted by the dragon class) You have soft, vulnerable skin. Instead of using scales as defense, you can attach pieces of metal to your body as armor. Without armor, your base armor class is 10 + your Dexterity modifier. You start out at level 1 with enough metal to make your armor class 14. You can increase your armor class by 1 by attaching at least 10 lbs. of scrap metal to your body, taking at least 10 minutes to do so, and expending at least 3 uses of your breath weapon. The maximum AC you can achieve this way without magic enhancement is 18. A creature can pry off a piece of your armor with a successful Strength check. The DC is equal to your Constitution score + your proficiency bonus. If this happens twice, or 10 pounds of metal are removed, your armor class is reduced by 1.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. If your armor class from your metal armor is at least 15, you have a chain-whip tail attack that does slashing damage equal to 1d8 + your Strength or Dexterity, and has a reach of 10 ft.
Breath Weapon. Your breath weapon is a line of bright flames, which you also use to weld together your armor. As an action, you can exhale fire in a 30 ft. line that is 5 ft. wide. Any creature in that space must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your number of breath weapon dice. On a failure, they are also blinded until the beginning of your next turn. On a success they take half as much damage, and are not blinded.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Magnetic Body. Your body is magnetic. If you are hit with a metal weapon, you can use your reaction to magnetize the weapon to you. In order to remove it a creature must succeed a Strength check against your breath weapon save DC. Once a weapon has been successfully retrieved from your body, you cannot magnetize that weapon for the next 24 hours.
Metal Fling, 7th level species feature. Beginning at 7th level, as an action you can expend one use of your breath weapon to heat a piece of metal from your own armor, and throw it at an enemy. The range of this attack is 30/120. On a hit, the target takes fire damage equal to your breath weapon damage, and an additional 3d8 bludgeoning damage. They take no damage on a miss. Using this attack reduces your armor class by 1, whether you hit or miss (minimum of 10 AC).
Breath weapon improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60 ft. line that is 5 ft. wide. Also, on a failed save the target is blinded for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Heat Metal, 17th level species feature. Starting at 17th level, any creature wearing or holding metal when hit by your breath weapon (on a failed or successful save) takes an additional 2d8 fire damage. If they are holding the metal, they must also succeed a Constitution saving throw versus your breath weapon save DC or drop the metal item. If they do not or cannot drop it, they have disadvantage on attack rolls and ability checks until the start of your next turn.
Boneknapper (2)
Rarity: Rare
A Boneknapper is a large dragon with a terrifying visage. It looks like a skeleton because it covers itself in bones to use as protective armor. It has a large head with an underbite and twisted horns. The bones at the end of its tail form a ball it uses as a bludgeon in combat. It goes to great lengths to find the perfect bones to complete its armor, searching across miles for the right bone. If its armor isn’t complete, it cannot (or will not?) roar. Its roar, in addition to being deafening, is also its mating call. To befriend a boneknapper, giving it the bone it is looking for is sure to earn its trust. Because it uses the bones of other dragons, many dragons do not trust Boneknapper, or have outright animosity toward them.
Playing a Boneknapper
Boneknapper dragons are large, powerful, and terrifying. As a Boneknapper, you pride yourself on your bone armor. You may spend years looking for the perfect bone to complete it, and the one who gives you the right bone may become a fast friend. You are usually non-aggressive.
Primary subclass: Mystery
Secondary subclass: Tracker, Chromatic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Wisdom by 1.
Size. Boneknapper hatchlings are more or less human-sized. If you start as a hatchling your size is medium. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You have resistance to fire damage.
Proficiencies. You are proficient in your choice of Investigation, Survival, or Stealth. You are also proficient in medium and heavy armor.
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.
Bone Armor. (this feature replaces the scaly defense feature granted by the dragon class) You have soft, vulnerable skin. Instead of using scales as defense, you can attach pieces of bone to your body as armor. Without armor, your base armor class is 10 + your Dexterity modifier. You start out at level 1 with enough bone to make your armor class 14. You can increase your armor class by 1 by attaching at least 10 lbs. of bones to your body, taking at least 10 minutes to do so. The maximum AC you can achieve this way without magic enhancement is 18. If your AC is greater than 15, you have disadvantage on Stealth checks. In order to increase your AC from 17 to 18, you may have to find the perfect bone to fit. This requires successful survival and investigation checks, at your DM’s discretion. A creature can pry off a piece of your armor with a successful Strength check, contested by your Acrobatics check. If this happens twice, or 10 pounds of bone are removed, your armor class is reduced by 1.
Thunderous Roar. This feature is unlocked if you obtain enough bone to make your AC 18. As an action, you make a roar that can be heard in a 1-mile radius of open air. Creatures in a 30-ft. cone make Constitution saving throws versus your breath weapon save DC. On a failure, they take thunder damage equal to 1d6 times your breath weapon dice. They take half as much on a success. Your roar is also a mating call, so other Boneknappers that hear it may respond and come to your location. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses after a long rest.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. If your armor class from your metal armor is at least 16, you have a tail attack that does slashing or bludgeoning damage (depending on the bones you use) equal to 1d8 + your Strength or Dexterity, and has a reach of 10 ft.
Breath Weapon. Your breath weapon is a 15-ft. cone of fire that you exhale as an action. Any creature in that space must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your number of breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Bones of the Fallen, 7th level species feature. Beginning at 7th level, by taking the bones of a creature and applying it to your armor, you gain resistance to one type of damage the said creature had resistance to. Resistance to fire damage cannot be doubled using this feature. You can only have one more resistance (other than fire) using this feature. You can change this resistance by trading out bones from your armor as described above.
Breath weapon improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. Flammable objects that are not being worn or carried are also ignited.
Power of the Dead, 17th level species feature. Starting at 17th level, you gain certain power over death from those whose remains form your armor. You can cast the following spells innately, requiring no material components: animate dead, revivify, death ward, false life, and speak with dead.
Buffalord (3)
Rarity: Legendary
Buffalord dragons are incredibly rare, since they were hunted nearly to extinction centuries ago because of the healing properties of their saliva. They are big dragons, but incredibly docile, with behavior similar to a yak. However, if they are taken away from their home island, they become very aggressive and will fight to get back to their home. They are herbivorous, and live mostly on open plains where the grazing is plentiful. Their saliva, combined with the herbs that they eat, is the only known cure for Odin’s Scourge, a deadly disease.
Playing a Buffalord
Buffalord dragons are docile vegetarians, reminiscent of yaks in behavior. Unless they are removed from their home island. They then can become very aggressive, spewing fire indiscriminately and crushing obstacles in their path. They are also very rare. If a Buffalord were to leave its home island to join an adventuring party it would need a very good reason, especially since it isn’t very intelligent. Consider carefully why your Buffalord would leave its home island.
Primary subclass: Mystery
Secondary subclass: Stoker
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Bufalords are large dragons. Even a hatchling is the size of a medium humanoid. If you start as a short wing you start as Large.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 25 ft.
Languages. You understand Draconic but cannot speak.
Resistances. You are resistant to fire damage.
Proficiencies. Choose either Athletics or Medicine.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have horns that do bludgeoning damage equal to 1d8 + your strength modifier. If you move at least 20 feet then make a horn attack in the same turn, the target must succeed a strength saving throw or be knocked prone or shoved 10 ft., your choice. The DC for this save is 8 + your strength modifier + your proficiency bonus.
Breath Weapon. Your breath weapon is a half circle of fire. Starting at 2nd level, you can breathe out a 15 ft. radius half circle originating from yourself as an action. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC or take fire damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success. Flammable objects not being worn or carried are also lit.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Swell. As an action, you can expend one use of your breath weapon to expand, making yourself one size larger for one round. Any creatures within 5ft. of you when you swell must succeed a Dexterity saving throw against your breath weapon save DC or take piercing damage equal to 1d6 times your number of breath weapon dice. This also pushes creatures and objects out of the space you now occupy while swelled. You may then make a horn or bite attack as a bonus action. This action also can break through non magical walls or restraints that are less than 6 inches thick, if they are in the space that you take up as a larger size. You can’t take this action if there are walls thicker than 6 inches, or magical restraints or barriers keeping you from expanding in size. When you gain legendary actions at level 20 you can swell using one of them.
Healing Saliva, 7th level species feature. Beginning at 7th level, your saliva has healing properties. If you are currently eating, another creature can use an action to consume some of your saliva. They immediately regain hit points equal to that of a Greater Healing Potion. If you are eating the herbs found on Buffalord island, the potion also cures the drinkers of any diseases. This saliva cannot be bottled for later use by non magical means, since it dries up after 1 minute. Once you use this feature you cannot do so again until you complete a short or long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. semi-circle. You can also dash as a bonus action if you use Swell or your breath weapon in the same turn.
Docile Nature, 17th level species feature. Starting at 17th level, if you spend one full round without doing any aggressive actions (including attacking and casting spells) or moving, all creatures within 30 ft. must succeed a Wisdom saving throw or become non-aggressive. The DC for this saving throw is equal to your breath weapon save DC. On a failed save the creature cannot take any aggressive actions, and is considered charmed by you. These conditions end after 1 minute, or if the charmed creature takes any damage from creatures other than themselves. They can also remake the saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a long rest.
Catastrophic Quaken (4)
Rarity: Rare
Playing a Catastrophic Quaken
Quakens are large, Boulder-class dragons with a split bottom jaw. They are very aggressive, defending their territory with rolling attacks. Quakens are difficult to train. While playing a quaken think about why you would join an adventuring party. Did a member of the party do you a special favor? Maybe they saved you from captivity.
Primary subclass: Boulder
Secondary subclass: Gem
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Constitution score increases by 2, and your Strength by 1.
Size. Quaken hatchlings are more or less humanoid sized. If you start as a hatchling your size is medium. If you start as a short wing your size is also medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed. Your base walking speed is 25 feet. When you gain a flying speed at 2nd level, you can hover in place.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Intimidation.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 5 ft. You can crush boulders in your teeth. Objects and structures made of rock are not resistant to your melee attacks.
Tail. Your tail does 1d8 bludgeoning damage, and has a reach of 5 ft.
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.
Breath Weapon. Your breath weapon is a spew of lava. As an action, you can spew hot lava in a 15 ft. cone. Any creature in that area must succeed a Dexterity saving throw against your breath weapon save DC or take fire damage equal to 1d8 times your breath weapon dice. That area now becomes difficult terrain. Until the start of your next turn, a creature that enters or starts its turn in that space takes 1d8 fire damage.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Rocky Hide. You have advantage on stealth checks to hide in rocky terrain.
Boulder Roll, 7th level species feature. Starting at 7th level, if you take the dash action (you must be on the ground), you can choose to roll. Any creature in the area you pass through must succeed a Dexterity saving throw against your breath weapon save DC. On a failure, they take 3d8 bludgeoning damage. They take no damage on a successful one. This movement does not provoke opportunity attacks from creatures in the space you roll through, but may spark opportunity attacks from those adjacent to it.
Ground Pound, 11th level species feature. Starting at 11th level, as an action you can use at least 10 ft. of movement to descend to the ground, releasing a shockwave from the point of impact. Any creature within a 30 ft. radius must make a Strength saving throw versus your breath weapon save DC. On a failure, they are pushed 10 ft. and knocked prone. On a success they are pushed 5 ft. but are not knocked prone. When you gain legendary actions at level 20 you can use both at once to ground pound.
Breath Weapon Improvement, 17th level species feature. Starting at 17th level, your breath weapon becomes a 30 ft. cone. The latent damage from the hot rock also increases to 3d8.
Cavern Crasher (5)
Rarity: Very Rare
Cavern crashers are quick, strong, big dragons without wings. Their favorite meal is the eggs of other dragons, and they often take over the entire lair of the dragon in order to get at the eggs. It excretes a sticky, flammable gel that it uses to squeeze through cracks and as a defense mechanism.
Playing a Cavern Crasher
Cavern Crashers are large, quick dragons without wings. They live primarily in caves, searching for eggs. They will face down any other dragon in search of their next meal. You are primarily a hunter with no fear. Perhaps the party provides you with eggs to win your loyalty.
Primary subclass: Mystery
Secondary subclass: Boulder
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
Size. Cavern Crasher hatchlings are more or less humanoid sized. If you start as a hatchling your size is medium. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed. Your base walking speed is 35 feet. When you would gain a flying speed at 2nd level, you instead gain a climbing speed of 30 ft., and the ability to climb up walls and ceilings without needing to make an ability check.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Survival.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 5 ft.
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.
Breath Weapon. Your breath weapon is a blast of green fire. As an action, you can make a ranged attack, the range of which is 30/90. On a hit, a target takes fire damage equal to 1d6 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Slime. Your most powerful ability is your slime. It is a highly flammable green liquid that you excrete from your back. As a bonus action, you can start to excrete slime. While the slime is active, you can fit through spaces up to one size smaller than your size (if you are medium, that’s a 2.5ft. space, 5ft. at large size, and 10ft. at huge) at full speed. You can also fit through a space as small as 1ft. at half speed.
The slime also creates a trail behind you wherever you go. If the trail of slime takes at least 1 fire damage, the entire trail ignites. Any creature within 5ft. of the trail when it catches fire must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice, or half as much on a successful save.
You can also throw slime with your tail as an action in a 15ft. cone. Any creature in that area must make a Dexterity saving throw versus your breath weapon save DC. On a failure, they are coated in slime. If they then take any fire damage they also ignite, taking fire damage equal to 1d8 times your breath weapon dice. This damage ignores resistance to fire damage. After the slime is burned, it is completely gone. A creature can remove the slime by taking at least 1 minute to wash it off. When you gain legendary actions at level 20, you can use one to do a slime toss.
You can excrete slime for 1 minute (or 10 rounds). You start excreting slime as a bonus action, but you can stop it whenever, no action required. You regain all expended slime when you complete a long rest. Your slime is also all used up if you take 20 or more fire damage at once (ignoring your resistance) while you are excreting slime.
Breath Weapon Improvement, 7th level species feature. Starting at 7th level, your breath weapon’s range becomes 60/120. In addition, you can choose to ignite slime with your breath weapon if your fire passes over a slime trail.
More Slime, 11th level species feature. Starting at 11th level, you can excrete slime for a number of minutes equal to your Constitution modifier.
Relentless, 17th level species feature. Starting at 17th level, if you are reduced to 0 hit points but not killed outright, you are instead reduced to a number of hit points equal to 10 plus your Constitution modifier.
Changewing (6)
Rarity: Rare
Playing a Changewing
Changewings are sneaky, suspicious dragons. They rarely engage in a head-on fight, preferring to sneak up on their targets and run if the going is tough. A changewing would very rarely join an adventuring party, or even let adventurers approach them. Consider how and why you would leave your herd for a more nomadic lifestyle.
Primary subclass: Mystery
Secondary subclasses: Chromatic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Typical Colors: Red, green
Size. Changewing hatchlings are small-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium sized.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to acid damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d6 + your strength modifier, and a claw attack that is the same but instead does slashing damage. Your bite and claw attacks can be treated as finesse weapons.
Prehensile tail. You can grab and manipulate objects with your tail.
Breath Weapon. Your breath weapon is a cone of acid. Starting at 2nd level you can breathe out a 15-ft. cone of acid as an action. Any creature in that area must succeed a Dexterity saving throw or take acid damage equal to 1D8 times your number of breath weapon dice, they take half damage on a success.
Color changing scales. You can change the color of your scales at will as a bonus action. You have advantage on Stealth checks while the color of your scales matches the surrounding environment. While your scales match the surrounding features, you can also hide as a bonus action, and while only lightly obscured.
Invisibility, 7th level species feature. Beginning at 7th level, you can turn invisible as an action. This effect lasts for 1 hour, until you attack or cast a spell, or until your concentration is broken (as if concentrating on a spell). Equipment and clothing does not turn invisible with you. Once you use this feature, you cannot do so again until after you complete a long rest.
When you gain legendary actions at level 20, you can expend one to turn invisible.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. You can also expend one use of your breath weapon to corrode through up to 1 cubic ft. of non-magic material as an action.
Hypnotize, 17th level species feature. Starting at 17th level, you can cast the spell Charm Monster at its base level innately without any material components. The DC for this spell is 8 + your proficiency bonus + your Charisma modifier. Once you use this feature you can’t do so again until you complete a long rest.
Crimson Goregutter (7)
Rarity: Very Rare
Crimson Goregutter dragons are very large and imposing. Their enormous set of antlers can be used to ram over entire sea stacks or Viking ships. They also can use their antlers to scoop rocks out of the ground and hurl them at enemies, or they spray molten lava onto their antlers before ramming enemies with fiery force. They have an axe-like end on their tail. But far from aggressive, Goregutters are gentle giants, preferring to play, sleep, or explore rather than fight. They have an incredibly loud roar that can be heard within half a mile.
Playing a Crimson Goregutter
Crimson Goregutter dragons are gentle giants. You are fierce in battle, but you prefer to play or explore.
Primary subclass: Boulder
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Typical Colors: Crimson with purple details and a light underbelly
Size. Goregutter hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large sized.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Athletics.
Natural Weapons. Your antlers do 1d8 plus your Strength modifier bludgeoning damage. When you hit with your antlers, you can attempt to shove a target as part of the attack. Your antlers are made of metallic material, making them immune to fire, bludgeoning, piercing, and slashing damage. Your tail does damage equal to 1d8 slashing damage plus your Strength modifier. Your tail has a reach of 10 ft.
Rock. You can scoop and throw rocks with your antlers. The range of which is 20/60. The damage changes depending on what size you are. If you are Medium, the damage is 1d4. If you are Large, the damage is 1d10. If you are Huge, the damage is 2d8, all bludgeoning. If there is no loose rock available but the ground around is stone, you can use a bonus action to make a DC 18 Strength (Athletics) check to scoop rock from the ground. If you can burrow through solid rock, you can scoop rocks out by using 5 ft. of burrowing movement. The area you scooped out becomes difficult terrain.
Breath Weapon. Your breath weapon is a cone of molten lava. Starting at 2nd level, you can breathe out a 15-ft. cone of lava as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
Siege Monster. When you hit with a gore attack against a nonmagical object, the bludgeoning damage is doubled.
Thunderous Roar. Your roar is so loud, it can be heard within half a mile of open terrain. You can also yell things this loud. When you roar or yell, creatures within 5ft. of you must succeed a Constitution saving throw versus your breath weapon save DC. On a failure, they are deafened for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Wing Attack, 7th level species feature. Beginning at 7th level, you can use your action to make a wing attack. Each creature within 10 ft. of you must succeed a Strength saving throw versus your breath weapon save DC. On a failure, they take 2d6 bludgeoning damage, and are knocked prone. They take half damage on a success, and are not knocked prone. Objects and structures may also be knocked over by this attack, and open flames in the area are extinguished.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. You can also expend one use of your breath weapon to spray lava onto your antlers. The lava dries out after 1 minute. Whenever you hit with an antlers attack during that time, it does an additional 1d8 fire damage.
When you gain legendary actions at level 20, you can use one to spray lava on your antlers.
Charge, 17th level species feature. Starting at 17th level, you can use your action to move up to your movement speed in a straight line and through the spaces of any creature that is your size or smaller. You can make a gore attack against each creature whose space you pass through. If you hit, the creature is knocked prone. This movement does not provoke opportunity attacks.
Deadly Nadder (8-10)
Rarity: Common
Playing a Deadly Nadder
Nadders are jumpy, quick, and light. They are natural born hunters, using both their tail spines and magnesium fire to subdue their prey. Nadders are relatively easy to train, simply present them with gifts of dragon nip or roast chicken and they tend to latch on. While playing a nadder, remember that you are a wild predator, as well as a loyal friend and protector.
Primary subclass: Tracker
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level:10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Wisdom score increases by 2, your Dexterity by 1.
Size. Deadly nadder hatchlings are small-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium. Your size increases according to the following table.
| Start as Hatchling (small) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 35 ft.
Typical Colors: wide variety of bright colors
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Perception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Keen Smell. You have advantage on Wisdom (perception) checks that rely on smell.
Breath Weapon. Your breath weapon is a 15 ft. cone of fire. All creatures in that area must succeed a Dexterity saving throw, taking fire damage equal to d8 times your breath weapon dice on a failed save, or half as much on a successful one.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Spiked Tail. You have a tail covered in spikes which is used as a weapon. The reach of your tail is 10ft., it does 1d8 piercing damage on a hit, and it can be used as a finesse weapon. You can also use it to make a ranged attack, the range of which is 80/320 ft., though the damage is the same. You can shoot a spike an amount of times equal to your number of breath weapon uses, though it is a separate number. You can also expend all uses at once to throw a barrage of spikes. They are thrown in a 30-ft. cone; all creatures in that area must succeed a Dexterity saving throw against your breath weapon DC or take piercing damage equal to 1d8 times your number of breath weapon dice, taking half as much damage on a successful save. At level 20, you can expend both legendary actions at once to make a spike throw attack. You regrow all expended spikes at the end of a long rest.
Thrower, 7th level species feature. Beginning at 7th level, you gain resistance to ranged attacks. You also can use your reaction to gain advantage on a Dexterity saving throw.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, on a failed save an affected creature is blinded for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Honed instincts, 17th level species feature. Starting at 17th level, you gain all the benefits of the Mobile feat. If you already have it, choose another feat.
Alternative: Spineclone. Instead of a spike throw, you can make a spineclone attack, which affects creatures in a 20-ft. radius rather than a 30-ft. cone.
Deathgripper (11)
Rarity: Very Rare
Deathgrippers are some of the most violent and vile dragons in the archipelago. They are killing machines from tooth to tail. Two retractable tusks jut forward from their bottom jaw. Their front legs have razor-sharp pincers that resemble those of a praying mantis. Their tail has a clubbed end that is telescopic, and can be opened to reveal a deadly stinger. The venom of its stinger causes paralysis in the dragon’s victims on the first strike, death on the second, and the third makes the body of the victim poisonous to the touch. Supposedly the venom does not numb a creature’s nervous system, letting the dragon devour a creature alive while the victim feels every bit of pain as it is dismembered.
As if that weren’t enough, deathgrippers live in packs, hunting voraciously like wild bloodhounds. They lay thousands of eggs in a single clutch, but only a few survive since upon hatching the young tend to fight and devour each other. Only the strongest or the swiftest survive. Their breath weapon is a hot green acid that melts through solid metal in seconds, and sets wood and other flammable objects ablaze. The venom of the deathgripper can be harvested for use on weapons. This venom can also be distilled and synthesized to create a drug that replicates the control of the Bewilderbeast in those it is injected, creating obedience and, if trained, violent attack dragons (see Deathgripper Venom under Items and Games for details).
Playing a Deathgripper
Deathgripper dragons are natural born killers. As a deathgripper, you live for the kill.
Primary subclass: Strike
Secondary subclasses: Chromatic, Sharp, Tracker, Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Deathgripper hatchlings are small-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium. Your size increases according to the following table.
| Start as Hatchling (small) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 20 ft.
Typical Colors. Red and black, yellow and black
Languages. You speak and understand Draconic.
Resistances. You are resistant to acid damage.
Proficiencies. You are proficient in your choice of Athletics or Survival.
Keen Smell. You have advantage on perception checks that rely on smell.
Pack Tactics. You have advantage on melee attacks if an ally is within 5ft. of you and the target, and the ally is not incapacitated. A creature that is riding you as a mount does not count.
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.
Tusks. You have two retractable tusks that curve up from your bottom jaw. You can make a bite attack that has a reach of 5ft. and does 1d8 piercing damage on a hit.
Pincers. Your forelegs are pincers, similar to a praying mantis. You can make a pincer attack that has a reach of 5 ft. and does 1d6 slashing damage on a hit. You can attempt to grapple a target as part of a pincer attack.
Tail and Stinger. Your tail has a sharp stinger that secrete a paralyzing poison. It has a reach of 10 ft. and can be treated as a finesse weapon. On a hit, it does 1d6 piercing damage, and the target makes a Constitution saving throw versus your breath weapon save DC. On a failure, they are paralyzed until the start of your next turn. You can use this poison a number of times equal to your proficiency bonus plus your Constitution modifier, regaining all uses during a long rest. Unused poison can be extracted and used on weapons (the poison has no effect on contact or if ingested). A single use of your poison makes a single dose which can be applied to a weapon as an action. With a Poisoner’s Kit, the venom can be distilled into a drug, see Deathgripper venom under Items and Games for details.
Your stinger can be sheathed and the end of your tail becomes more like a club. If you attack with your tail like this, it does 1d4 bludgeoning damage, and you can attempt to shove as part of the attack.
Breath Weapon. Your breath weapon is burning hot acid. As an action, you can breathe a 15 ft. cone of acid that burns as it hits. Each creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take acid damage equal to 1d4 times your breath weapon dice, and fire damage equal to 1d4 times your breath weapon dice. They take half damage on a success.
Stinger Improvement, 7th level species feature. Beginning at 7th level, if you hit a creature with your stinger venom two turns in a row, if they fail their saving throw the second time as well as in following turns, they take poison damage equal to 1d6 times your breath weapon dice. They take half as much damage on a success. If you sting a dead creature, the body becomes poisonous to the touch. A creature that touches the poisoned body also makes a Constitution saving throw versus your breath weapon save DC, taking poison damage equal to 1d6 times your breath weapon dice on a failure, or half as much on a success.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, nonmagical objects and structures in the area also take damage, and flammable objects and structures are ignited.
Stinger Improvement, 17th level species feature. Starting at 17th level, if a creature is paralyzed by your stinger venom, they start paralyzed for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Deathsong (12)
Rarity: Rare
A Deathsong is a huge dragon that preys on other smaller dragons. It lures them to its location with its song, then encases them in its amber breath so it can eat them later. It has extravagant butterfly-like wings, long horns, and a long tail but very short front legs. Hatchlings have barely developed their amber breath weapon, and are still learning to sing. They tend to make loud, unpleasant screeching noises as they try to find their song.
Playing a Deathsong
Deathsong dragons are natural born trappers. They attract prey by means of their song, then trap them with their amber breath. The best way to gain favor with a Deathsong is through your own music, especially if you combine or imitate some of their own song. While playing a Deathsong, remember your tendency to draw in your quarry and trap it.
Primary subclass: Mystery
Secondary subclasses: Chromatic, Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Charisma score increases by 2, your Constitution by 1.
Size. Deathsongs are big dragons. Hatchlings are small-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium. Your size increases according to the following table.
| Start as Hatchling (small) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Performance and Intimidation.
Keen Hearing. You have advantage on perception checks that rely on hearing.
Eel Eater. Most dragons suffer detrimental effects from eels and are afraid of them. You suffer none of these effects.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a tail attack that is the same but instead does bludgeoning damage. When you hit with a tail attack, you can choose to try and shove the target (by means of a strength contest). If the target loses they are pushed 5 ft. If they lose by 5 or more, they are pushed 10 ft.
Breath Weapon. Your breath weapon is liquid amber that hardens on impact. To use it, make a ranged weapon attack. You are proficient in this attack, and the range is 30/120 ft. On a hit, a target that is at least one size smaller than you is restrained. A creature restrained by the amber has ¾ cover against attacks. The amber is destroyed if it takes any fire damage. Otherwise, it has an AC equal to your Constitution score, and 10 hit points. It is resistant to all physical damage (except fire), and immune to psychic and thunder damage. Upon losing its hit points the amber is destroyed and the target freed. If you hit a target that is not at least one size smaller with your amber, the amber sticks to the target’s body in a funny-looking way and is annoyingly difficult to get off, but has no real other detrimental effects.
Alluring Song. As an action, you can sing a song to draw in other dragons. Any creature who understands you within 90 ft. that can hear you must immediately succeed a Wisdom saving throw, or use their reaction to move towards you as far as their movement speed allows. The DC is equal to 8 + your proficiency modifier + your Charisma modifier.
Song Improvement, 7th level species feature. Beginning at 7th level, you can choose which targets your song affects. The range also increases to 300 ft.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your amber becomes even more durable. It is immune to all damage except fire, poison, and acid, and bludgeoning, piercing, and slashing from magic weapons, though it is vulnerable to fire damage. It also now has hit points equal to 10 times your Constitution modifier. In addition, you can use your amber to make simple shapes, such as walls, up to 5 cubic ft. per breath weapon use with a successful intelligence check. The DC of which is determined by your DM, based on the difficulty of the shape.
Song of Death, 17th level species feature. Starting at 17th level, your song can affect any creature, they need not understand you. Once you start singing, you can continue to sing on subsequent turns as a bonus action. Affected creatures must use all available movement (without dashing) to move towards you until they are within 5ft. of you. You can use your reaction to make an attack against a creature that comes within reach because of your song. They can remake the saving throw at the end of each of their turns, ending the effect on a success. Once a creature succeeds this saving throw, they are immune to your song for the next 24 hours.
Dramillion (13)
Rarity: Very Rare
Titan Wing Dramillions have the ability to turn invisible in a similar way to the related changewings. They can also develop their own unique fire blast, developed as a combination of fire they have learned from other dragons.
Playing a Dramillion
Dramillion dragons are unique and rare. They tend to be rather aggressive towards humans because they have been hunted nearly to extinction. As a Dramillion, you run with the pack. You are loyal to those you consider your family and allies.
Primary subclass: Mystery
Secondary subclass: Stoker, Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Dramillion hatchlings are small-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Typical Colors. Dark blue and red, red and blue, yellow and purple
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of Perception or Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a horn attack that does the same damage, but as part of the attack you can attempt to shove the target. Your tail does the damage of a normal unarmed strike, but has a reach of 10 ft., and you can attempt to shove the target as part of the attack.
Breath Weapon. You copy the breath weapons of other dragons. You start at level 1 with one breath weapon of your choice from one of the 5 common dragons: gronckle, monstrous nightmare, deadly nadder, hideous zippleback, or terrible terror. Regardless, the damage dice for your breath weapon is 1d8, and the damage type is fire. All other effects including range, size, and additional effects are the same. As a reaction, you can attempt to learn the breath weapon of another dragon. It must be fire-based, and must come from a dragon with a challenge rating equal to your dragon level or lower. In order to learn to use it, you use your reaction to study the breath weapon, and on one of your turns in the next minute, you can attempt to use it. When you do, make a Wisdom check. The DC is equal to 10 plus the challenge rating of the dragon whose breath you are trying to copy. On a successful check, you learn the breath weapon and can use it from then on (including on the turn you attempted to use it) as you would a normal breath weapon. You can know a number of different breath weapons equal to your proficiency bonus. You can forget one you have learned over the course of a short rest. You must have at least one spot available in order to learn a new breath weapon.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Pack Tactics. You have advantage on a melee attack if at least one of your allies is within 5 ft. of the targeted creature, and the ally isn’t incapacitated.
Invisibility, 7th level species feature. Beginning at 7th level, you can turn invisible as an action. This lasts for 1 hour, or until you attack or cast a spell. Once you use this feature, you cannot do so again until you complete a long rest.
Signature Breath Weapon, 11th level species feature. Starting at 11th level, you can combine features/effects of breath weapons that you know. You can apply any one additional breath weapon effect you have learned to any of the breath weapons you have. For instance, if you know a breath weapon that is a 30-ft. cone, and another that causes a target to be blinded on a failed save, you can combine those into one breath weapon.
Investiture of Flame, 17th level species feature. Starting at 17th level, you can expend one use of your breath weapon to cast Investiture of Flame on yourself or another willing creature. If you cast it on yourself or another dragon with a fire-based breath weapon, they regain up to half of their extended breath weapon uses, but these uses must be expended while they are invested with flame, or they are lost.
Eruptodon (14)
Rarity: Legendary
Eruptodons are legendary Boulder class dragons. They live near or in the mouths of volcanoes, eating the flowing lava. If it does not eat lava almost constantly it will starve. If it does not eat lava for a few days it will enter a feeding frenzy, even eating through the crust of a dormant volcano to cause it to erupt, just so that it can eat. The eruptodon only lays one egg in its lifetime which it needs no partner to create. The egg hatches only if immersed in lava, otherwise the egg will perish. Caldera Cay, home of the Defenders of the Wing, is tightly connected to an eruptodon which lives on the island. They refer to the dragon as their “Great Protector”, because it eats the lava, protecting their village from certain destruction. The defenders worship the eruptodon, defending it and all dragons with their lives. The eruptodon can easily form a relationship with humanoids, partially because of its protective nature.
Playing an Eruptodon
Eruptodon dragons are incredibly rare, only living in active volcanoes, which are the source of their food. As an eruptodon you have an insatiable hunger for lava, as well as a strong protective instinct. Your hunger is stronger than your desire to protect though, if driven to enough hunger you would even eat through the crust of a dormant volcano, causing it to erupt. You easily form bonds with humanoids, especially those you protect.
Primary subclass: Boulder
Secondary subclass: Stoker
Hit Points
Hit dice: 1d12 per dragon level
Hit points at first level: 12 + your Constitution modifier
Hit points at higher levels: 1d12 (or 7) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Constitution score increases by 2, and your Strength by 1.
Typical colors: rock-colored, with a magma-like glow underneath.
Size. Eruptodon hatchlings are small-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed. Your base walking speed is 30 feet. You can eat through rock at a rate of 5 ft. per round.
Languages. You speak Draconic and Ignan.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from Athletics, or Survival.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 5 ft. You can completely enclose something of one size smaller than you in your mouth. Your bite can crush boulders in its teeth (rock is not resistant to your bite attack).
Tail. Your tail does 1d8 bludgeoning damage, and has a reach of 10 ft.
Breath Weapon. Your breath weapon is a barrage of fireballs. As an action, you can release fireballs in a 15 ft. cone. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much on a success. The fireballs then harden into rock, making the area difficult terrain.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Glowing Skin. Your skin sheds dim light in a 10 ft. radius, because of the lava you eat.
Volcano Dweller. You take no damage from contact with lava, since it is your food source. You also know instinctively if a mountain is volcanic or not, and how deep below the surface volcanic activity is.
Heat-Resistant Saliva, 7th level species feature. Starting at 7th level, your saliva can be used to coat clothing and items to give it heat resistance. You can produce enough saliva to coat a number of square feet of surface area equal to your Constitution modifier, regaining the same amount after a long rest. This saliva can be stored and saved for later in sealed watertight containers. Items coated in your saliva gain resistance to fire damage. Armor (or a full set of clothing) coated in your saliva grants the wearer resistance to fire damage. It also makes the item rather slimy. Saliva applied to an item dries out after 1 week and must be reapplied to maintain the effect.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, creatures who fail their save against your breath weapon are knocked prone.
Great Protector, 17th level species feature. Starting at 17th level, you can use your reaction to take all the damage from an incoming area of effect attack. You automatically fail the saving throw, but all other creatures in the area take no damage from the attack. You can use this feature 3 times, regaining all uses after a long rest.
Fireworm (15-16)
Rarity: Uncommon
Rarity: Very Rare
The fireworm queen has the ability to restore the fire of a dragon (particularly stoker class dragons). The queen spends most of its time in its cavern hive, tending to its many children. Most of its children are male, and will remain tiny their entire lives. Only females that receive a special hormone from the queen will grow in size and be able to start their own hive.
Playing a Fireworm
Fireworms are tiny aspects of flame itself. They are quick and light, and can set things on fire with a touch. They live in a hive, tending towards loyalty to their hive and their queen. When playing a fireworm, consider your place in your party. Are you on a mission from your queen? Were you exiled from the hive? Or do you regard one of the party members as your queen?
Primary subclass: Stoker
Secondary subclasses: Mystery
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution by 1.
Size. Most fireworms are tiny, and remain that way for their entire lives. Some however (always females), can become fireworm queens. This does not occur at a particular level, but when you gain the favor of your queen, who then gifts you with a particular hormone. This causes you to enter a cocoon for 1 week, after which you emerge as a Huge dragon, a fireworm queen. Your queen’s favor may be gained through a particular set of trials, or through a simple evaluation. Talk to your DM.
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 30 ft.
Languages. You speak and understand Draconic and Ignan.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Sleight of Hand.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d4 + your Dexterity or Strength modifier. The target must then succeed a Constitution saving throw against your breath weapon save DC or take poison damage equal to the piercing damage dealt. On a failed save, they are also poisoned for 1 minute. You also have a prehensile tail you can grab things with, weighing up to half your own weight.
Inner Fire. As a melee weapon attack, you can try to touch a creature or object. On a hit, that creature takes 1d10 fire damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). This attack also lights on fire any flammable object it touches.
Breath Weapon. Your breath weapon is a 15 ft. cone of fire. All creatures in that area must succeed a Dexterity saving throw, taking fire damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one.
Inner Light. You shed bright light in a 20-ft. radius and dim light for an additional 20 ft. You can turn off this light as an action, but it turns on again if you are hit by direct sunlight, fire, take a short or long rest, or you turn it back on (no action required). While you are shining, you have disadvantage on stealth checks made in dim light or darkness.
Solar Flare, 7th level species feature. Beginning at 7th level, you can increase your brightness temporarily as an action. Any creature within 20 ft. must succeed a Constitution saving throw versus your breath weapon save DC. On a failure, they are blinded for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot do so again until you complete a long rest.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone.
Blessing of Fire, 17th level species feature. Starting at 17th level, as an action you can touch a dragon that breathes fire. They immediately regain all uses of that breath weapon. If you touch a creature that does not have a fire breath weapon, they gain the effects of the Dragon’s Breath spell (using fire damage). The save DC for that spell is the same as your own breath weapon save DC. Once you use this feature, you cannot do so again until you finish a long rest.
Flightmare (17)
Rarity: Very Rare
The flightmare is a quick, glowing dragon that only appears during certain times of the year. It eats a certain type of glowing algae, and follows it wherever it flows. Its misty breath paralyzes its victims with fear. They are very defensive, and aggressively defend their algae food source, though they generally prefer hit-and-run tactics. They nest in caves generally on cold arctic islands, both parents caring for the offspring.
Playing a Flightmare
Flightmares are rare dragons that emit a frightful glow. They are quick and aggressive. They are also vegetarians, subsisting almost entirely on glowing algae. They thus generally live a solitary nomadic life, following wherever the algae is. When playing a flightmare, remember your jumpy, aggressive nature, and consider why you would change your lifestyle to a life of adventure.
Primary subclass: Mystery
Secondary subclass: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Charisma by 1.
Size. Flightmare hatchlings are more or less dog-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 35 ft.
Languages. You speak Draconic.
Resistances. You have advantage on saving throws to avoid being charmed or frightened. You are resistant to acid damage.
Proficiencies. You are proficient in Intimidation and Survival.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail attack does 1d6 + your Strength or Dexterity. On a hit, the target must succeed a strength saving throw or be pushed 10 ft. The DC is 8 + your proficiency bonus + your Strength modifier. Any other natural weapon attacks do normal unarmed strike damage.
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.
Breath Weapon. Your breath weapon is a mist that paralyzes its victims with fear. You breathe out the mist in a 20ft. cube originating from self. Each creature in that space must succeed a Wisdom saving throw versus your breath weapon save DC. On a failure, they take psychic damage equal to 1d6 times your breath weapon dice, and are paralyzed until the end of your next turn. On a success they take half as much damage and are not paralyzed. Creatures that are immune to fear automatically succeed.
Inner glow. As long as you are not incapacitated, you shed dim light in a 10 ft. radius.
Additional Breath Weapon, 7th level species feature. Beginning at 7th level, you gain a second breath weapon, a blast of acid. Make a ranged weapon attack against one creature, on a hit they take acid damage equal to 1d6 times your number of breath weapon dice. The range of this attack is 50/120. You also become resistant to acid damage.
Banshee’s Scream, 11th level species feature. Starting at 11th level, as an action, you can let out a scream to terrify your enemies. All creatures of your choice within 30 ft. that can hear you must succeed a Wisdom saving throw against your breath weapon save DC. On a failure, they are frightened for 1 minute. Affected creatures can remake the saving throw at the end of each of their turns, ending the effect on a success. Creatures that are paralyzed by your mist automatically fail this saving throw. At 20th level, you can use your scream as a legendary action.
Breath Weapon Improvement, 17th level species feature. Starting at 17th level, your paralyzing mist becomes a 30 ft. cube. Affected creatures are also paralyzed for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Grim Gnasher (18)
Rarity: Rare
Grim gnashers are sharp-class dragons that can shoot their own teeth as a weapon. They live and hunt in packs, with a single pack leader. They usually prey on the weak or sick, which is why they commonly are found on or near Vanaheim, and are a nuisance to the residents there. They have also shown to be immune to the venom produced by slitherwing dragons.
Playing a Grim Gnasher
Many, especially other dragons, consider the grim gnasher to be evil. But you’re not evil, you’re just a hungry opportunist. You depend on your pack, whoever that may be. You are a natural born predator and scavenger. You don’t hesitate to pick off the weak or easy targets, and run from the ones that are too difficult.
Primary subclass: Sharp
Secondary subclasses: Chromatic, Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Grim Gnashers hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Typical colors: purple, red and purple
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to poison damage. You are immune to the poison made by slitherwing dragons. You also have advantage on saving throws to resist the harmful effects of rot, mold, or disease.
Proficiencies. You are proficient in your choice of Perception or Survival.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail attack does the damage of a normal unarmed strike, but you can choose to attempt to shove a creature as part of the attack.
Keen Smell. You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on smell.
Breath Weapon. Your breath weapon is a 15 ft. cone of your own sharp teeth. All creatures in that area must succeed a Dexterity saving throw, taking piercing damage equal to 1d8 times your breath weapon dice on a failure, or half as much on a success.
Pack Tactics. You have advantage on a melee attack if at least one of your allies is within 5 ft. of the target and the ally is not incapacitated.
Pick your Target, 7th level species feature. Beginning at 7th level, you can use an action to learn if a certain creature you can clearly see within 120 ft. has all its hit points, or is diseased or sick. You do not know specifically what they have, or how badly they are injured, only that they are sick or injured.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, on a failed save, if a creature is within 5ft. of a wall in the opposite direction of your breath weapon, they are restrained against the wall. They must use an action to free themselves.
Circle your Prey, 17th level species feature. Starting at 17th level, if you take the dash action, hostile creatures within 100 ft. that you did not move further away from cannot gain hit points until the start of your next turn.
Gronckle (19-21)
Rarity: common
Playing a Gronckle
Gronckles are tough rock-eaters with tiny wings that allow them to hover in place. Gronckles are some of the most loyal of all dragons.
Primary subclass: Boulder
Secondary subclass: Gem
Hit Points
Hit dice: 1d12 per dragon level
Hit points at first level: 12 + your Constitution modifier
Hit points at higher levels: 1d12 (or 7) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Constitution score increases by 2, and your Strength by 1.
Typical colors: Brown, green, blue, rose, beige, purple
Size. Gronckle hatchlings are more or less rabbit-sized. If you start as a hatchling your size is tiny. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (tiny) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Huge | Huge |
Speed. Your base walking speed is 25 feet. When you gain a flying speed at 2nd level, you can hover in place.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage. You also have advantage on saving throws against poison.
Proficiencies. Choose two from Athletics, Intimidation, Perception, and Survival.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 5 ft. You can completely enclose something of one size smaller in your mouth. Your bite can crush boulders in its teeth (rock is not resistant to your bite attack).
Tail. Your tail does 1d8 bludgeoning damage, and has a reach of 5 ft.
Breath Weapon. Your breath weapon is a spew of lava. To hit, you make an attack roll using your strength modifier. You are proficient with your breath weapon. The damage die is a d8, the range is 30/80 ft., and the damage type is fire. The lava remains hot for 1d4 rounds, then hardens into solid rock, covering a 5×5 ft. square. That area is considered difficult terrain, and any creature that enters the area when it is hot takes 1d8 fire damage.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Rocky Hide. You have advantage on stealth checks to hide in rocky terrain.
Rock Catching, 7th level species feature. Starting at 7th level, if a rock or similar object (including flaming ones) is hurled at you, you can use your reaction to catch the missile in your mouth and take no bludgeoning damage from it. You then regain 1 use of your breath weapon. The rock must be at least 1 size smaller than you.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 60/120 ft., and the area your lava covers increases to a 10×10 ft. square.
Earth Shaker, 17th level species feature. Starting at 17th level, you can use your action to cast the spell Earthquake, centered on yourself, requiring no material components, as stated in the basic rules. You must be touching the ground in order to do this. Once you use this feature, you cannot do so again until you finish a long rest. In order to maintain the spell, you must remain on the ground and concentrate, the same as concentrating on a spell. At 20th level, you may use two legendary actions at once to use this feature.
Hideous Zippleback (22-24)
Rarity: uncommon
Playing a Hideous Zippleback
Zipplebacks are two-headed, sneaky tricksters. One head sprays flammable green gas, the other sprays sparks to ignite the gas. They will also often use the gas to sneak up on prey before blowing the place. Having two heads gives them a somewhat goofy personality. But especially to those who save their lives, zipplebacks are extremely loyal.
Primary subclass: Mystery
Secondary subclass: Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
Typical colors: Green, blue, purple, dark green
Size. Zippleback hatchlings are small-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed. Your base walking speed is 30 ft.
Languages. You speak draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from stealth, deception, or perception.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 10 ft.
Double Bite. If you take the attack action, you can make an additional bite attack as a bonus action.
Breath Weapon. Your breath weapon is flammable gas. As an action, you can breathe out poison gas equal to a number of cubic ft. times your Constitution modifier, times 10 (Eg, if your Constitution modifier is +2, you can breathe out 20 cubic ft.). You can then ignite the gas as part of the same action. The gas can be in any formation of 5 ft. squares as long as it is continuous, and originates from you (is connected to your space). Any creature in the area of the gas when it ignites makes a Dexterity saving throw. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. The DC is equal to your breath weapon save DC. You automatically succeed this saving throw.
You can also choose not to ignite the gas. In that case, the area becomes heavily obscured for 1 minute or until it is ignited by you or any other flame. A strong wind disperses the gas after 1 round, a weak wind disperses it after 5 rounds. If you did not ignite the gas, you can continue to breathe out more on subsequent turns by expending another breath weapon use.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Two Heads. You can reroll a perception check, or Wisdom saving throw, as well as saving throws against being deafened, blinded, or frightened. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses during a short or long rest.
Fire Blast, 7th level species feature. Starting at 7th level, you can expend one use of your breath weapon to make a ranged fire attack. The range is 60/120. In a hit, the target takes fire damage the same as it would with your gas breath.
Flaming Ouroboros, 11th level species feature. Starting at 11th level, you can expend a use of your breath weapon to bite your tails and roll, while on fire. You roll in a straight line, up to 30 ft. long. Any creature in the space you roll through makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take the damage of your breath weapon, and an additional 3d8 bludgeoning damage. On a success they take half the fire damage, and none of the bludgeoning damage. If a creature that is at least one size larger than you succeeds the saving throw, your movement stops. You must be on the ground to use this feature.
Potent Gas, 17th level species feature. Starting at 17th level, your gas becomes more potent. Any creature that starts its turn within your gas cloud makes a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching, and is poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the poison effect on a success. Creatures that don’t need to breathe or are immune to poison automatically succeed.
Hobblegrunt (25)
Rarity: rare
Hobblegrunts are more sensitive than most other stoker-class dragons. Their scales change colors based on their mood, red for angry, purple for curious, and yellow for happy. It can sometimes use this ability to calm other dragons. The large frill on the back of their head allows them to sense changes in temperature, atmospheric pressure, and other changes in the environment around them, allowing them to move freely even when they cannot see. They eat mainly fish. They also have the incredible ability to predict some events seconds before they happen.
Playing a Hobblegrunt
Hobblegrunt dragons are not very aggressive. You are sensitive, and in tune with your own and other’s emotions. You can be an emotional companion, not just one in battle.
Primary subclass: Stoker
Secondary subclass: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Charisma score increases by 2, your Constitution by 1.
Typical colors: Purple, red, or yellow depending on mood
Size. Hobblegrunt hatchlings are medium-sized. If you start as a short wing your size is also medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Insight.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail does the damage of a normal unarmed strike, but has a reach of 10 ft., and you can try to shove a target as part of the attack.
Breath Weapon. Your breath weapon is a 30 ft. by 5 ft. line of fire. When you use your breath weapon, all creatures in that area make Dexterity saving throws versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your number of breath weapon dice. They take half as much on a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Color-Changing Scales. Your scales change color according to your mood. Most of the time you are a happy yellow, or a curious purple. In battle your scales often become angry red. Because of this, all creatures have advantage on Insight checks to determine your mood.
Guiding Sight. You know the cantrip Guidance, and can cast it innately, requiring no material components.
Atmospheric Sensing Frill, 7th level species feature. You have a frill that can sense subtle changes in pressure and temperature. Beginning at 7th level, this functionally gives you blindsight out to 10 ft. You can also detect subtle changes in atmospheric conditions, such as shifts in wind, or the pressure drop before an incoming storm.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your fire becomes a 60-ft. by 5 ft. line.
Future Sight, 17th level species feature. Starting at 17th level, you can cast the spell Foresight innately, requiring no material components, but the duration is 10 minutes, rather than 8 hours. Once you use this feature, you cannot do so again until you complete a long rest.
Hobgobbler (26-27)
Rarity: Uncommon
Hobgobbler dragons are very little threat by themselves. They prefer to remain hidden, though it may often be inside your house in a very inconvenient place they choose to lounge about. If one hobgobbler finds a suitable place to live, the word spreads quickly, and other hobgobblers will soon join, and reproduce quickly. Many vikings regard hobgobblers as bad omens, avoiding them, thrusting them out, or killing them. They can chew through nearly anything at a rapid pace. Flocks of hobgobblers have been known to devour the entire deck of a ship in less than a minute like a flying swarm of giant piranhas.
The slobber of a hobgobbler is flammable, contributing to their firepower. They are also known to coat themselves in their own spittle to slip out of tight spots.
Playing a Hobgobbler
Hobgobbler dragons tend to be rather lazy, unless you are in a feeding frenzy. You like to hide and hang out in inconvenient places. You also enjoy the company of others, especially your own kind.
Primary subclass: Mystery, Stoker
Secondary subclass: Sharp
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Charisma or Dexterity score by 1.
Size. Your size is Small. Some Hobgobbler Titan wings reach medium size at level 17.
Typical Colors: purple or green with dark spots and a yellow underbelly
Speed: Your base walking speed is 25 ft.
Languages. You speak Draconic. With a french accent.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does 1d8 piercing damage.
Breath Weapon. Your breath weapon is a 15-ft. cone of fire. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure they take fire damage equal to 1d8 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Feeding Frenzy. You can use a bonus action to enter a frenzied state for 1 minute. During that time, you can make an additional bite attack as a bonus action on each of your turns.
Hiding. If you are holding still, your proficiency bonus is doubled for your Stealth checks.
When you gain legendary actions at level 20, you can use a legendary action to Hide.
Multiplier. If you begin a long rest with an unoccupied space within 5ft of you, when you complete the rest, 1 Hobgobbler now occupies that space, under the control of the DM. If there is more than one unoccupied space, 1d4 Hobgobblers appear in random spaces. They may have wandered there, but appeared seemingly from nowhere. This does not occur if you are resting in a place you do not like, or if you are not there of your own accord.
Slobberer. You can use a bonus action to coat yourself in slobber. For the next minute, you have advantage on ability checks made to escape a grapple or restraint. You can also slide through spaces that would normally be tight, at normal speed. Once you use this feature, you cannot do so again until you complete a short or long rest.
When you reach level 20, you can coat yourself in slobber as a legendary action.
Flammable Slobber, 7th level species feature. Beginning at 7th level, when you are coated in slobber, you are immune to fire damage. If you are hit by an effect that would do fire damage, or you use your breath weapon, your slobber ignites. Until the start of your next turn, any creature that hits you with a melee attack must succeed a Dexterity saving throw versus your breath weapon save DC or take 1d8 fire damage. Your slobber is burned away at the start of your next turn, and so no longer has any effect after that time.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. Creatures in the area that fail the saving throw also fall prone if they are on the ground. They slip from the spittle.
Bad Omen, 17th level species feature. Starting at 17th level, you can cast the following spells innately, requiring no material components: bestow curse, grease, pass without trace, bane (as a 3rd level spell), and sequester. Once you cast one of these spells you cannot do so again until you complete a long rest.
Hotburple (28)
Rarity: Rare
Hotburples are lazy, fat-looking boulder class dragons and are normally docile. But they are also very strong and hardy. In their strong jaws they can crush and digest metal and rocks with ease. They spend most of their time sleeping, and searching out scrap metal to eat. When they find the motivation, they can be deadly enemies.
Playing a Hotburple
Hotburples are fat and lazy. But they are also very strong. They’re the only known dragons that can eat through dragon-proof metal. Because of their docile nature they are often abused. Gaining one’s friendship doesn’t take too much, just a kind gesture and a loving hand. Though some tasty scrap metal doesn’t hurt either.
Primary subclass: Boulder
Secondary subclass: Gem
Hit Points
Hit dice: 1d12 per dragon level
Hit points at first level: 12 + your Constitution modifier
Hit points at higher levels: 1d12 (or 7) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Constitution score increases by 2, and your Strength by 1.
Size. Hotburple hatchlings are medium sized. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed. Your base walking speed is 25 feet. When you gain a flying speed at 2nd level, you can hover in place.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from Athletics, or Intimidation.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 5 ft. You can crush non-magical metal and stone in your teeth. Metal and stone are not resistant to your bite attacks.
Tail. Your tail does 1d8 bludgeoning damage, and has a reach of 5 ft.
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.
Breath Weapon. Your breath weapon is a spew of exploding lava. As an action, you can make a ranged weapon attack against a single target. The range is 30/80. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice. In addition, the lava bursts on impact. All creatures within 5 ft. of the target make a Dexterity saving throw versus your breath weapon save DC. On a failure, they take half damage from your breath weapon. They take no damage in a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
The Need for Sleep. You require an additional 2 hours of rest (10 total) to gain all the benefits of a long rest. But, you can also fly while asleep, though all other effects of being unconscious apply.
Eat Metal, 7th level species feature. Starting at 7th level, if you are targeted by an attack from a non-magic metal or stone weapon you can use your reaction to reduce the damage by trying to eat it. When you do so, you reduce the damage by 1d10 + your Strength modifier + half your dragon level. If you reduce the damage to zero, you eat the weapon, disarming your opponent and destroying the weapon. If you attempt this with a magic weapon, you cannot bite it, and so it drops at your feet instead. If you successfully eat the weapon, you regain one use of your breath weapon.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 50/120 ft. In addition, creatures that fail the saving throw against your breath weapon are knocked prone (this includes those within 5 ft. of the target).
Tail Charge, 17th level species feature. Starting at 17th level, if you hit with a tail attack, the target is knocked prone. In addition, you can use your action to fly in a straight line up to your flying speed. You can make a tail attack against any creature you pass within 5 ft. of that line. This movement does not provoke opportunity attacks from creatures you hit with your tail.
Light Fury (see also Night Fury and Night Light) (29)
Rarity: Legendary
Light furies are white-colored subspecies counterparts to the night furies. They are capable of producing fertile offspring with each other. Light furies are more adapted to cloud cover than to nighttime darkness. They also have the incredible ability to turn invisible using their breath weapon.
Playing a Light Fury
A Light Fury dragon is an elegant creature with white scales that sparkle like clouds in sunlight. You were born for the air, and are intelligent, slow to trust, and wild.
Primary subclass: Strike
Secondary subclass: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Light Fury hatchlings are more or less dog-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. When you gain a flying speed at second level, it is 40 ft., rather than 30.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either Perception or Acrobatics..
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. As a bonus action, you can retract your teeth, or push them out again. This enables you to grapple with your mouth without doing damage. Any other natural weapon attacks do normal unarmed strike damage.
Breath Weapon. Your breath weapon is a plasma blast. To hit, make an attack roll using your dexterity modifier. Your damage die is a d10, the range is 40/120 ft., and the damage type is fire. You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Cloud-Colored Scales. You have advantage on Dexterity (Stealth) checks made to hide among cloud cover.
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.
Invisibility. You can turn invisible. Do to so, make a breath weapon attack towards an unoccupied space within 30 ft. If you then move through that space on the same turn, you turn invisible until the start of your next turn. The invisibility ends early if you attack or cast a spell.
Improved Invisibility, 7th level species feature. Beginning at 7th level, when you turn invisible using your species feature, you remain invisible for 1 minute, or until you attack or cast a spell. In addition, the unoccupied space you target can be anywhere within your range of movement for that turn.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 80/150 ft. In addition, any creature within 5 ft. of the target makes a Strength saving throw versus your breath weapon save DC or take half damage and be knocked prone. They are unaffected on a successful save.
Wild Nature, 17th level species feature. Starting at 17th level, your wild and suspicious nature makes you more aware of potential dangers. You cannot be surprised while you are conscious, including by traps. If your movement would trigger a trap, you can use your reaction to make a Perception check, dodge out of the way with a Dexterity saving throw, or make one attack.
Lycanwing (30)
Rarity: Mythical
Playing a Lycanwing as a Humanoid
You can play a Lycanwing as a humanoid, a variant of a Shifter. Your subrace is a Strongwing shifter and you have these traits:
Strong and fierce, Strongwing shifters embody the dragons that are part of their blood.
Intimidating Presence
You have proficiency in the Intimidation skill.
Ability Score Increase
Your Strength score increases by 2, your Constitution or Charisma by 1.
Shifting Feature
While shifted, you have a flying speed equal to your walking speed. You also have a breath weapon as described under the Dragonborn race.
Playing a Lycanwing as a Dragon
Primary subclass: Mystery
Secondary subclass: Strike, Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Strength score increases by 2, and your Constitution or Charisma by 1.
Size. Lycanwings are humanoid-sized. Your size is medium or small. Your size increases by 1 at 11th level.
Speed. Your base walking speed is 30 feet.
Languages. You speak common and draconic.
Resistances. You are resistant to one damage type of your choice (you cannot pick bludgeoning, piercing, or slashing).
Proficiencies. Choose one from Survival or Intimidation.
Bite. You have a bite attack that does 1d6 piercing damage, and has a reach of 5 ft.
Shift Appearance. Generally you look like a humanoid with wings on your arms, along with varying other draconic features such as patches of scales, sharp teeth, even a tail. As an action, you can shift your appearance to that of a normal humanoid, a full dragon (you cannot wield weapons in dragon form), or back.
Breath Weapon. You have a breath weapon of a damage type associated with the dragon that infected you. Choose one breath weapon damage type: fire, acid, poison, lightning, or cold (optionally: force, psychic, radiant, necrotic, thunder). As an action, you can breath your chosen weapon in 15 ft. cone. All creatures in the area makes a Dexterity saving throw versus your breath weapon save DC. On a failure they take damage of the chosen type equal to 1d8 times your breath weapon save DC.
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.
Infectious Bite, 7th level species feature. Starting at 7th level, any humanoid you hit with a bite attack makes a Constitution saving throw versus your breath weapon save DC. On a failure, the target is cursed with dragon lycanthropy. The next full moon, they turn into a Lycanwing (using the stat block above), and regard any living creature during that time as either prey or an enemy. After one episode they remake the saving throw with advantage. On a failure, the change becomes permanent unless targeted by a remove curse spell or similar magic.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, you can use your breath weapon as a bonus action, but when you do it does half the normal damage.
Alpha Lycan, 17th level species feature. Starting at 17th level, you become resistant to non-magical bludgeoning, piercing, and slashing damage if you are not already. Your walking and flying speeds also increase by 10, and your AC increases by 1 while in dragon or half-Dragon form.
Monstrous Nightmare (31-33)
Rarity: Common
Playing a Monstrous Nightmare
Monstrous Nightmares are aggressive stoker-class dragons that can set themselves on fire. They can form strong bonds with humanoids, but it often comes in the form of tough love. These bonds are strongly reinforced in the heart of battle.
Primary subclass: Stoker
Secondary subclass: Chromatic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Strength by 1.
Typical colors: Red, purple, blue, green
Size. Nightmare hatchlings are small-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a base climbing speed of 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Athletics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d6 + your strength modifier. You also have a claw attack that does the same but does slashing damage, and a horn attack that does bludgeoning damage. The reach of your bite and your tail is 10 ft.
Breath Weapon. Your breath weapon is a 30-ft. line of fire that is 5 ft. wide. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure they take fire damage equal to 1d8 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Gel Excretion. You excrete a flammable gel from your skin. As a bonus action, you can expend a use of your breath weapon to ignite the gel, or “flame up”. It lasts for 1 minute, until you are doused by at least 5 gallons of water, or until you turn it off, no action required. While it is ignited, your melee attacks do an additional 1d6 fire damage, you are immune to fire damage, and you shed bright light in a 20 ft. radius, and dim light for an additional 20. Once you use the gel, you can’t do so again until you complete a short or long rest. Unused gel can be bottled and used later (see Monstrous Nightmare gel under items for details). The number of vials you can fill between rests is equal to your Constitution modifier.
When you gain legendary actions at level 20, you can use one to flame up.
Fire Jacket, 7th level species feature. Beginning at 7th level, the damage added to your melee attacks while you’re ignited is equal to 1d2 times your number of breath weapon dice.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60ft. line.
Aggressive, 17th level species feature. Starting at 17th level, you can use a bonus action to move up to half your speed toward a hostile creature, or to intimidate.
Also, once between rests you can take one additional action on your turn.
Nadder (see Deadly Nadder)
Night Fury (see also Light Fury and Night Light) (34)
Rarity: Legendary
Playing a Night Fury
Night Furies are incredibly stealthy and deadly dragons. Early vikings called them the unholy offspring of lightning and death itself. The truth is that they are intelligent creatures, one of the most capable of understanding human emotion. Night Furies are slow to give trust, but once you earn their friendship by showing you are not a threat, giving them gifts, and showing your own dedication to them they are incredibly dedicated and loyal. They can be both deadly and playful.
Primary subclass: Strike
Secondary subclass: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Charisma by 1.
Size. Night Fury hatchlings are more or less dog-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. When you gain a flying speed at second level, it is 40 ft., rather than 30.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. As a bonus action, you can retract your teeth, or push them out again. This enables you to grapple with your mouth without doing damage. Any other natural weapon attacks do normal unarmed strike damage.
Breath Weapon. Your breath weapon is a plasma blast. To hit, make an attack roll using your dexterity modifier. Your damage die is a d10, the range is 40/120 ft., and the damage type is fire. You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Black as Night. In dim light or darkness, you can hide as a Bonus Action. If you can hide as a bonus action from a class feature, you instead have advantage on checks made to hide in dim light or darkness.
Darkvision/Sonar. 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. You can also expend one use of your breath weapon to gain Blindsight out to 120 ft. for 1 round.
When you gain legendary actions at level 20, you can use your sonar as a legendary action.
Uncanny Dodge, 7th level species feature. Beginning at 7th level, when an attacker hits you with an attack that you can see, you can use your reaction to halve the attack’s damage against you.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 80/150 ft.
Electric Shock, 17th level species feature. Starting at 17th level, you can expend two uses of your breath weapon at once to do lightning damage to all creatures within 5 ft. of you (of your choice) equal to your breath weapon damage. These targets must then succeed a constitution saving throw versus your breath weapon save DC or be stunned until the beginning of your next turn. You then turn invisible until the end of your next turn, or until you attack, deal damage, or force someone to make a saving throw. Upon reaching 20th level, you can expend two legendary actions at once to use this feature.
Night Light (see also Night Fury and Light Fury) (35)
Rarity: Legendary
A night light is the offspring of a light fury and a night fury, with a combination of the attributes of both. Their coloring tends towards either black with white tips and highlights, or vice versa.
Playing a Night Light
Night lights combine different aspects of their parents. You can be wild and deadly, playful, curious, and intelligent. You can be a stealthy, silent killer with a soft side, or an untrusting, elegant, creature born for the clouds.
Primary subclass: Strike
Secondary subclass: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Charisma or Wisdom by 1.
Size. Night light hatchlings are more or less dog-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. When you gain a flying speed at second level, it is 40 ft., rather than 30.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either Perception, Stealth, or Acrobatics..
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. As a bonus action, you can retract your teeth, or push them out again. This enables you to grapple with your mouth without doing damage. Any other natural weapon attacks do normal unarmed strike damage.
Breath Weapon. Your breath weapon is a plasma blast. To hit, make an attack roll using your dexterity modifier. Your damage die is a d10, the range is 40/120 ft., and the damage type is fire. You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 80/150 ft. In addition, any creature within 5 ft. of the target makes a Strength saving throw versus your breath weapon save DC or take half damage and be knocked prone. They are unaffected on a successful save.
Combination of Features
Since you are a mix of two species, some of your traits are determined randomly. Roll a dice on the following tables, a separate dice for each feature. Your trait is determined by an odd or even roll.
Scale Color
Odd Cloud-Colored Scales. You have advantage on Dexterity (Stealth) checks made to hide among cloud cover.
Even Black as Night. In dim light or darkness, you can hide as a Bonus Action. If you can hide as a bonus action from a class feature, you instead have advantage on checks made to hide in dim light or darkness.
Invisibility or Sonar/Uncanny Dodge
Odd Invisibility. You can turn invisible. Do to so, make a breath weapon attack towards an unoccupied space within 30 ft. If you then move through that space on the same turn, you turn invisible until the start of your next turn. The invisibility ends early if you attack or cast a spell.
When you gain legendary actions at level 20, you can turn invisible as a legendary action.
Improved Invisibility, 7th level species feature. Beginning at 7th level, when you turn invisible using your species feature, you remain invisible for 1 minute, or until you attack or cast a spell. In addition, the unoccupied space you target can be anywhere within your range of movement for that turn.
Even Sonar. You can expend one use of your breath weapon as an action to gain blindsight out to 120 ft. until the end of your next turn.
Uncanny Dodge, 7th level species feature. Beginning at 7th level, when an attacker hits you with an attack that you can see, you can use your reaction to halve the attack’s damage against you.
Wild Nature or Electric Shock
Odd Wild Nature, 17th level species feature. Starting at 17th level, your wild and suspicious nature makes you more aware of potential dangers. You cannot be surprised while you are conscious, including by traps. If your movement would trigger a trap, you can use your reaction to make a Perception check, dodge out of the way with a Dexterity saving throw, or make one attack.
Even Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 80/150 ft.
Electric Shock, 17th level species feature. Starting at 17th level, you can expend two uses of your breath weapon at once to do lightning damage to all creatures within 5 ft. of you (of your choice) equal to your breath weapon damage. These targets must then succeed a constitution saving throw versus your breath weapon save DC or be stunned until the beginning of your next turn. You then turn invisible until the end of your next turn, or until you attack, deal damage, or force someone to make a saving throw. Upon reaching 20th level, you can expend two legendary actions at once to use this feature.
Nightmare (see Monstrous Nightmare)
Night Swarm (see Night Terror)
Night Terror (36-37) (includes Night Swarm and Fire Terror)
Rarity: Uncommon
Night terrors are rarely encountered by themselves unless their pack has been disrupted. They are small dragons, about the size of a mastiff. They are capable of a very high level of coordination, imitating the forms of any number of different dragons they have encountered. They use this ability to scare larger, predatory dragons away from the night terror’s territory. The alpha night terror is white and usually hovers around the eye space of the flock’s imitation shape. Other night Terrors come in black or dark green.
Playing a Night Terror
Night Terrors are small dragons that have protective instincts and are highly trainable.
Primary subclass: Stoker
Secondary subclass: Mystery, Tracker
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2.
Size. Your size is medium.
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier.
Breath Weapon. Your breath weapon is a 15-ft. cone of fire. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure they take fire damage equal to 1d8 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Subrace. You have one of the following subraces.
Night Terror
Typical colors: black or dark green
Ability Score Increase: your Charisma score increases by 1
Proficiencies: you are proficient in your choice of either Performance or Deception.
Pack Formations. If one of your allies is within 5ft. of you and is your size or larger, you can hide, disengage, or Help them as a bonus action.
Cave Terror (Night Swarm)
Typical colors: white
Ability Score Increase: your Wisdom score increases by 1
Additional Language: you speak undercommon
Superior Darkvision: you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can even discern color in darkness.
Keen Hearing: you can use your reaction to gain advantage on perception checks that rely on hearing until the end of your next turn. During that time, you are also vulnerable to thunder damage.
Fire Terror
Typical colors: Red
Ability Score Increase: your Constitution score increases by 1
Additional Language: you speak ignan
Additional Proficiency: you are proficient in Religion
Fire Eater: if you are targeted by fire damage, you can use your reaction to absorb some of the damage. When you do this, you reduce the damage by 1d10 + your Constitution modifier + your dragon level. You immediately regain hit points equal to one hit dice. You can also extinguish a fire no bigger than a 5ft. cube as an action, which also regains you one hit dice worth of hit points. Once you use this trait, you can’t do so again until you finish a short or long rest.
Imitation, 7th level species feature. Beginning at 7th level, you have advantage on deception and performance checks to pass yourself off as a different creature (or part of a different creature).
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone.
Combined Fire, 17th level species feature. Starting at 17th level, you can use your reaction and one use of your breath weapon uses to combine your fire breath with another breath weapon or a ranged spell attack. The damage of the said attack is combined with the damage of your breath weapon.
Raincutter (38-39)
Rarity: Uncommon
Raincutters are large and strong sharp-class dragons, but tend to be very friendly and trusting. They are at home in the rain and mud, since it’s the easiest time to hunt for worms and grubs to eat. The hooks and tendrils on their chin help them to root in the mud for food. They have large wings, and razor-sharp fins on their head and back.
Playing a Raincutter
Raincutter dragons are rather friendly, trusting, and easy to train. The best way to earn their friendship is to present them with worms to eat, or to splash in the mud with them. You love the rain.
Primary subclass: Sharp
Secondary subclasses: Tidal
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Raincutter hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Typical Colors: grayish green, bluish purple
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Perception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and has a reach of 10 ft.
Breath Weapon. Your breath weapon is a single target fire blast. The range is 50/120. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice. This attack is unaffected by rain.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Water Blast. You can also breathe out a blast of water, but only if you have water available. As a bonus action, you can take a gulp of water (at least 1 gallon) and hold it in your mouth. On that same turn or subsequent turns you can then make a ranged weapon attack against a single target, the range of which is 30/80. On a hit, the target takes 1d8 bludgeoning damage. This attack does not use one of your breath weapon uses.
Sharp Fins. The fins on your back and head have a razor-sharp edge. This doesn’t help much in combat, unless someone falls on you. You have disadvantage with an attack you try and make with these fins, but on a hit they do 1d12 slashing damage.
Chin Tendrils. You have an assortment of hooks and whisker-like attachments on your chin. Because of this, you have advantage on any check made to try and find something in mud or loose earth.
At Home in the Rain. You can attempt to hide when only lightly obscured by rain. Your perception checks are unaffected by rain, and non-magical mud does not affect your movement.
Mudraker, 7th level species feature. Beginning at 7th level, you can change dirt to mud. As an action, you change dirt in a 20 ft. radius to mud. Any time a creature tries to walk in that area they must succeed a Dexterity saving throw versus your breath weapon save DC or fall prone. The mud stays until it dries.
Improved Water Blast, 11th level species feature. Starting at 11th level, a creature that is hit with your water blast Attack must succeed a Constitution saving throw versus your breath weapon save DC or be stunned until the end of their next turn.
Rainmaker, 17th level species feature. Starting at 17th level, you can cast the control weather spell, but only affecting the precipitation. Once you cast this spell, you cannot do so again until you complete a long rest.
Razorwhip (40)
Rarity: Rare
Razorwhips are impressive, powerful sharp-class dragons. They have metallic silver scales, a long neck with a horn on their nose, and a long tail covered in spines similar to a deadly nadder. Their tail spines are sharp enough to cut through nearly anything, including stone. Their favorite foods are sea slugs. They even have poisonous tears. Consuming 1 ounce of razorwhip tears causes the target to make a DC 16 constitution saving throw. On a failure, they take 4d8 poison damage, taking half as much on a failed save. Male and female razorwhips are only found together during mating season. Afterwards, the females are highly aggressive toward males (of any species) in their territory since males may often hurt or kill the hatchlings. Hatchlings are born blind, and remain that way for the first few months of life. They are very vulnerable, but are protected by their mothers. They are also unnaturally strong, able to lift a full-grown human in flight.
Playing a Razorwhip
Razorwhip dragons are fast, elegant, and deadly dragons. They will defend their own with furious accuracy and aggression, and can be very loyal companions.
Primary subclass: Sharp
Secondary subclasses: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Strength by 1.
Typical Colors: Silver, metallic rust, gold
Size. Razorwhip hatchlings are small-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as medium. If you start as a hatchling, you are blind until your size increases at 3rd level, or for the first 8 months of life, DM’s discretion. You also have the special ability to carry as much as a Large creature. Your size increases according to the following table.
| Start as Hatchling (small) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You have proficiency in Acrobatics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d6 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Tail. Your most powerful weapon is your tail. It has a reach of 10 ft., and does 1d10 slashing damage. It can be treated as a finesse weapon. Most nonmagical objects are not resistant to your tail attacks, even if they are normally resistant to slashing damage, including stone (exceptions include dragon-proof metal, adamantium, and some types of stone). Your tail is also prehensile, so you can grab, carry, and manipulate objects with your tail, though you are not proficient in any manufactured weapons.
Breath Weapon. Your breath weapon is a 30 ft. by 5ft. line of bright blue fire. All creatures in that area must succeed a Dexterity saving throw, taking fire damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Spine Shot. You have a tail covered in spikes that can be thrown as weapons. When you use it to make a ranged attack, the range is 80/320 ft., though the damage is the same as your tail slice. You can shoot a spike an amount of times equal to your number of breath weapon uses, though it is a separate number. You can also expend all uses at once to throw a barrage of spikes. They are thrown in a 30-ft. cone, all creatures in that area must succeed a Dexterity saving throw against your breath weapon DC or take piercing damage equal to 1d10 times your number of breath weapon dice, taking half as much damage on a successful save. At level 20, you can expend both legendary actions at once to make a spike throw attack. You regrow all expended spikes at the end of a long rest.
Poisonous Tears. Your tears are poisonous. You can create a single dose (which must be stored in a vial) once per long rest. It can cause damage through contact or injury. Upon contact, the target makes a Constitution saving throw versus your breath weapon save DC. On a failure, they take poison damage equal to 1d8 times your number of breath weapon dice. They take half as much on a success.
Tail Improvement, 7th level species feature. Beginning at 7th level, the damage of your tail increases to 2d10. You can also grapple with your tail as a bonus action. On subsequent turns, you can squeeze a grappled creature. This replaces one of your attacks once you have the multi attack feature. Squeezing a grappled creature is an automatic hit, and does bludgeoning damage equal to 1d6 + your Strength modifier.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. line. As an alternative, you can use your breath weapon as a single-target ranged attack. The range is 80/200 ft.
Plated Armor, 17th level species feature. Starting at 17th level, your armor class increases to 18 if it is not already. You can also use your reaction to halve incoming damage to you, or an ally within 5ft. of you.
Rumblehorn (41)
Rarity: Rare
(note: also proficient in Stealth: +6)
Playing a Rumblehorn
Rumblehorns are large, aggressive dragons that are surprisingly stealthy. They also have a strong protective instinct. They’re like a flying, sneaky, bloodhound-rhino.
Primary subclass: Tracker
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Wisdom score increases by 2, your Strength by 1.
Size. Rumblehorn hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either Stealth, Perception, or Survival.
Keen Smell. You have advantage on Wisdom (perception) checks that rely on smell.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a tail and ram attacks that are the same but instead do bludgeoning damage. The reach of your tail is 10 ft. If you move at least 20 ft. then make a ram attack in the same turn, the target makes a Strength saving throw versus your breath weapon save DC. On a failure, they are pushed 10 ft. Creatures that are at least one size bigger than you have advantage on this save.
Breath Weapon. Your breath weapon is a fireball. To use it, make a ranged weapon attack. The range is 30/120 ft. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice, and makes a Strength saving throw versus your breath weapon save DC. On a failure, they are knocked prone.
Disaster Sense. By spending at least 1 hour (not necessarily consecutive) in a location observing the environment, you can determine the likelihood of a natural disaster to occur in the near future in that location (generally within a few weeks to a month). You do not know the exact time, but you have a general idea of when it will occur, and the type of disaster.
Untraceable, 7th level species feature. Beginning at 7th level, you can no longer be tracked by non-magical means.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, the range of your breath weapon becomes 80/320. In addition, on a failure the target is pushed 10 ft. in addition to being knocked prone.
Charger, 17th level species feature. Starting at 17th level, if you take the dash action, you can make one melee attack as a bonus action. In addition, you can dash through another creature’s space at full speed. You also have advantage on Strength saving throws to avoid being pushed or falling prone.
Sandbuster (42)
Rarity: Very Rare
Playing a Sandbuster
Sandbusters are sneaky dragons that live underground. They ambush prey that travels over the sand above, and keep the treasures they find in a vast hoard in their cavern. A sandbuster that joins an adventuring party would be very rare, especially since they hate sunlight. You are a sneaky, snakelike ambush predator.
Primary subclass: Mystery
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Sandbuster hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 20 ft., but you can only burrow through sand, not through soil or rock. You burrow in sand as if swimming, leaving no corridor behind you.
Typical colors: sand-colored, brown and beige
Languages. You speak and understand Draconic and Terran.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Stealth.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Prehensile Tail. You can grab things with your tail, including creatures. When you attempt to grapple a creature with your tail, you can use Dexterity rather than Strength, and you have advantage on the grapple if the target is surprised. While grappling a target with your tail that is at least one size smaller than you, you can move at your full movement speed, including burrowing. Your tail has a reach of 10 ft.
Breath Weapon. Your breath weapon is a blast of molten sand that hardens into glass on impact. As an action, make a ranged weapon attack against a target. The range is 30/120. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice. If you miss, you can choose an unoccupied space within range in the direction of the intended target. That 5 ft. square of space becomes difficult terrain, and any creature that enters it takes 1d6 piercing damage from the broken glass.
You can also expend one use of your breath weapon to cover a hole or space up to 5 ft. square within range with a thin sheet of breakable glass. The glass breaks if it takes any damage (not psychic or poison), or if a weight of 10 or more pounds is placed on top. The glass you make is opaque, you can see vague and distorted shapes and shadows through it, but nothing clear.
Serpentine. You can move through spaces up to one size too narrow for you at normal speed (10 ft. corridors or spaces if you are Huge, 5ft. if you are Large, 3ft. if you are Medium). This feature does not apply if you are flying, since you still need space for your wings.
Constrict, 7th level species feature. Beginning at 7th level, you can automatically do damage to a creature you are grappling with your tail. This counts as taking the attack action, and replaces one of those attacks if you have multiattack. It does 1d8 + your Strength modifier bludgeoning damage.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, the range of your breath weapon becomes 80/250. In addition, you can choose to try and restrain the target by hitting its feet. If you do this, you take a -2 penalty to your attack roll. On a hit, the target is restrained. To free themselves they must take an action to break the glass (AC 10, 5 hp, vulnerable to bludgeoning), or make a successful Strength (Athletics) check versus your breath weapon save DC.
Treasure Collector, 17th level species feature. Starting at 17th level, you gain proficiency in Sleight of Hand, if you do not have it already. You can also attempt to take an item being worn or carried (but not held) from another creature using a bonus action. In addition, you automatically remember any item you have personally collected or own, and where it is. You also know the average or standard price or worth of any non-magic item worth less than 50 gold pieces.
Scauldron (43)
Rarity: Uncommon
Scauldrons are vicious dragons that live in pods in the sea. They are very large and can cause significant problems to fishermen. Their stomach can expand to accommodate large amounts of food or water, as can their lower jaw (similar to a pelican). They then boil this water inside and spray it as a breath weapon.
They are immune to the poison of the Blue Oleander flower, and their own venom is an antidote to it. They are vulnerable on land though, if they stay out of water for too long they start to dry out, and will die within 24 hours. They also can sense electrical impulses from a long ways off, allowing them to easily track prey such as sea shockers.
Playing a Scauldron
Scauldron dragons are large, aggressive, and very difficult to train. As a Scauldron you are a hunter, and you rarely back down from a fight. Scauldrons have been known to befriend humanoids who treat them with kindness.
Primary subclass: Tidal
Secondary subclasses: Chromatic
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Scauldron hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 30 ft.
Typical Colors: Sea Green, yellow, orange, red
Languages. You speak and understand Draconic and Aquan.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from perception, athletics, acrobatics, or survival.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and has a reach of 10 ft. Your tail also has a reach of 10 ft., and you can try to shove a target as part of the attack, though it does the damage of a normal unarmed strike.
Breath Weapon. Your breath weapon is a 15-ft. cone of scalding water. When you use your breath weapon as an action, each creature in that area must succeed a destroy saving throw versus your breath weapon save DC or take fire damage equal to 1d8 times your breath weapon dice. They take half damage on a success. Being underwater does not grant resistance to this damage.
Water Dependence. You must immerse yourself in water every 24 hours or your skin dries out. If you go a full day without getting wet you take half your maximum hit points worth of fire damage, and you gain no benefit from a long rest. This can continue to happen the next day, or until you get wet again or die.
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.
Amphibious. You can breathe both air and water.
Venomous Bite, 7th level species feature. Beginning at 7th level, your bite does an additional 1d8 poison damage. They must succeed a Constitution saving throw versus your breath weapon save DC or be poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, a creature who fails the saving throw against your breath weapon has their armor class reduced by 1 for 1 minute as their skin is scalded. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Relentless, 17th level species feature. Starting at 17th level, if you are reduced to 0 hit points, you can use your reaction to spend a hit dice, immediately regaining those hit points. Once you use this feature, you cannot do so again until you complete a long rest. You also become immune to the exhausted condition.
Scuttleclaw (44-45)
Rarity: Uncommon
Scuttleclaw hatchlings are hyperactive, jumpy dragons. They are very large as far as hatchlings go, large enough for a full-grown human to ride. But good luck! They are extremely difficult to control, even making them immune to being controlled magically.
Scuttleclaws are hyperactive, jumpy dragons. They are known for getting into mischief, stealing and tricking those around them just for fun. They move so quickly in battle they can hardly be seen, let alone get hit with an attack. They also have very strong jaws.
Playing a Scuttleclaw
As a scuttleclaw dragon, you hardly ever sit still. You are hyperactive, either exploring, teasing, or causing mischief. Your agility makes you handy in a battle, but your nature is playful.
Primary subclass: Sharp
Secondary subclasses: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Strength by 1.
Size. Scuttleclaw hatchlings are surprisingly large for their size. If you start as a hatchling, your size is Large. You can choose to start as a hatchling, or as a short wing, in which case you also start as Large. Your size increases according to the following table.
| Start as Hatchling (Large) | Start as short wing (Large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 35 ft.
Typical Colors: ?
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Athletics, and your choice of either Acrobatics or Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d10 + your strength modifier. You can also attack with your tail, which can be treated as a finesse weapon, and you can attempt to shove as part of the attack, though it does the damage of a normal unarmed strike.
Breath Weapon. Your breath weapon is a 30 ft. line of green fireballs. All creatures in that area must succeed a Dexterity saving throw, taking fire damage equal to d8 times your breath weapon dice on a failed save, or half as much on a successful one.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Agility. You can take the dodge action as a reaction to being attacked. Your dodge ends if you take damage, or at the beginning of your next turn, whichever comes first.
Easily Distracted. You have advantage on saving throws made to avoid being charmed or frightened.
Mover and Shaker, 7th level species feature. Beginning at 7th level, when you move on your turn, you can double your speed until the end of the turn. Once you use this feature, you cannot do so again until you move 0 ft. on one of your turns.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. line. In addition, on a failed save an affected creature is knocked prone.
Fast and Fasterious, 17th level species feature. Starting at 17th level, your Dexterity Score increases by 2. Your maximum Dexterity score increases to 24.
Seashocker (46)
Rarity: Very Rare
Sea shockers are deep-sea dragons more or less shaped like a manta ray. They have two heads with sharp noses and are blue in color, designed to blend in with the water around them. They cannot fly, but they have an ability to harness electric shocks which form a band of blue electricity between the noses of their heads which they use to defend themselves. They are very fast and agile in the water, and are capable of jumping high out of the water to attack flying dragons, though they normally stay in the deep sea feasting on fish with their pod. Scauldrons are their natural predators, who can track them through their electrical signals. Their dorsal fins are sharp and hard as an axe, although they don’t use it to attack enemies. Instead they use it to cut through surface ice to get to prey on top of it.
Playing a Sea Shocker
Sea Shockers are two-headed deep sea dragons. They are rarely seen near the surface, and so have a hard time relating to people. When playing a sea shocker, it is key to remember that it is a sea dragon, and cannot adventure on land. It also has a pod, which it probably wants to get back to unless it is unable.
Primary subclass: Tidal
Secondary subclasses: Strike, Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Strength by 1.
Size. Sea shocker hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: You cannot walk on land. You instead have a swimming speed of 30 ft. Sea shockers cannot fly either, so rather than gain a flying speed, your swimming speed increases by 10. If your campaign needs it and your dm allows, you can gain a flying speed, but you do not have legs, so any walking speed would not make sense.
Typical colors: blue with a white underbelly
Languages. You speak and understand Draconic and Aquan.
Resistances. You are resistant to lightning damage.
Proficiencies. You are proficient in your choice of Stealth or Acrobatics.
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.
Amphibious. You can breathe both air and water.
Bioluminescence. As an action, you can cause your body to glow, shedding dim light in a 20-ft. radius. This effect lasts until you dismiss it (no action required).
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your dorsal fin is also sharp and hard as an axe. It is not in a good position to attack with, but it is very good at cutting through surface ice. If you try to attack a creature with your dorsal fin, it is made with disadvantage. The damage is 1d12.
Two Headed. You have two heads. You have advantage on saving throws to avoid being deafened or blinded. If you make a bite attack, you can make another bite attack as a bonus action.
Breath Weapon. Your breath weapon is a beam of electricity that suspends between your noses. As an action, you can expend one use of your breath weapon to cause this electricity to form. You can then make one touch melee attack as part of the same action. The reach is 5ft., and on a hit the target takes lightning damage equal to 1d8 times your breath weapon dice. This electricity remains for a number of rounds equal to your Constitution modifier, dropping at the end of your turn, or if you lose concentration (as if concentrating on a spell). While it remains, you can continue to make attacks with it, but never more than once in a turn, even if you have the multiattack feature.
Leap. Your long jump is 30 ft. with a 10 ft. swimming start, and your high jump is 20 ft. with a 10 ft. swimming start. Without a swimming start, these distances are halved.
Shocking retribution, 7th level species feature. Beginning at 7th level, whenever your electric nose beam is active, the electricity now spreads over your whole body. Any creature that hits you with a melee attack while your breath weapon is active immediately takes 1d8 lightning damage.
Shock blast, 11th level species feature. Starting at 11th level, by expending one use of your breath weapon, you can use your action to send out a blast of electricity in a 20 ft. radius originating from self. Each creature in that space makes a Constitution saving throw versus your breath weapon save DC. On a failure, they take lightning damage equal to 1d8 times your breath weapon dice, are pushed 10 ft., and are stunned until the start of your next turn. On a success they take half damage, are not stunned, and are pushed only 5ft.
Two heads are better than one, 17th level species feature. Starting at 17th level, you have advantage on Wisdom (perception) checks that rely on sight (this also increases your passive perception by 2). You also now have advantage on all Wisdom and Intelligence saving throws.
Sentinel (47)
Rarity: Legendary
Sentinel dragons reside on Vanaheim, the traditional resting place of all dragons. They eat only the fruit that grows on the island, giving them a distinct smell. They are the caretakers of Vanaheim, taking care of tombs, protecting the residents, and preventing others from ever leaving the place. They have a rock-like skin, covered on their backs with green moss that gives them the appearance of carved statues. They can remain motionless for days at a time. If they are severely injured, they enter a hibernation state which only ends with lots of heat.
Playing a Sentinel
Sentinel dragons are legendary guardians and protectors. They serve as caretakers of Vanaheim, and have never been known to leave it for any reason. While playing a sentinel, remember your tendency to take care of and protect. You are very good at keeping other creatures where you want them, especially when acting as a group.
Primary subclass: Boulder
Secondary subclasses: Metallic, Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Wisdom by 1.
Typical Colors: Gray stone color with green moss on the back
Size. It is unknown how sentinels reproduce, and what their young are like. Your size is Huge.
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of Perception or Deception.
Blindness/keen senses. You automatically fail Wisdom (perception) checks that rely on sight. But you have advantage on Wisdom (perception) checks that rely on hearing or smell.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Your tail has a reach of 10 ft., and when you hit with your tail you can choose to try and shove the target as part of the attack, though it does the damage of a normal unarmed strike.
Statuesque. You have advantage on Charisma (Deception) checks to pass yourself off as a stone statue.
Breath Weapon. Your breath weapon is a cone of fire. Starting at 2nd level, you can breathe out a 15-ft. cone of fire as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
Wing Attack. As an action, you can beat your wings, causing a strong air current in a 30-ft. cone. Any creature in that space makes a Strength saving throw versus your breath weapon save DC. On a failure, they are pushed back a number of feet equal to 5 times your Strength modifier (minimum of 5). They are not pushed on a success.
Open flames in the area are also extinguished, and mist and fog that would be dispersed by a strong wind are dispersed.
Hibernate. If you are reduced to 0 hit points but not killed outright, you can use your reaction to automatically stabilize. This puts you into hibernation, so you are not dying, but you are unconscious and incapacitated. You can be revived through conventional means, or by taking at least 20 points of fire damage at once. When awakened in this way, you regain hit points equal to the amount of fire damage you would have taken.
Stony Hide, 7th level species feature. Beginning at 7th level, your armor class permanently increases by 1 (including your scaly defense feature) when you are not wearing armor.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone.
Improved Wing Attack, 17th level species feature. Starting at 17th level, you can make a wing attack as a reaction to being targeted by a ranged attack, or when a creature comes within 30 ft. of you. When used as a reaction to a ranged attack, the attack takes a -5 penalty. Starting at level 20, you can also use a legendary action to make a wing attack.
Shadow Wing (48)
Rarity- Rare
Shadow Wings have blue scales and round heads. They act as a pack, using traps and ambushes. Often one dragon will act like they are injured while the others will hide nearby to ambush anyone who approaches. They will then pursue their prey relentlessly, attacking with exploding, round fireballs. These fireballs are dense, enough that they may bounce and roll before exploding, but most often they explode upon impact, or in midair depending on the intended target.
Rarity: Very Rare
Alpha Shadow Wings are enormous dragons that command a pack of smaller shadow wings. They have a curious formation they use to pursue their prey. The smaller ones hang upside down on the Alpha’s wings, four or five on each side. The Alpha then pilots and directs while the smaller ones bombard the target with fireball blasts.
Playing a Shadow Wing
Shadow Wings are pack dragons. They are relentless hunters, and team players.
Primary subclass: Stoker
Secondary subclass: Tracker, Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution by 1.
Size. Shadow wings come in two varieties, small ones and enormous alphas. If you are a smaller variety, you start as medium. If you are an alpha, you start as large. Your size increases according to your level in the following table. True alpha shadow wings are gargantuan in size, but gargantuan is difficult to play, so the option to remain huge in size is included.
| Smaller Shadow Wing (medium) | Alpha Shadow Wing (large) | |
| 3rd | Medium | Huge |
| 11th | Large | Huge |
| 17th | Large | Huge/Gargantuan |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of Deception, Survival, or Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Any other natural weapon attacks do normal unarmed strike damage.
Keen Smell. You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on smell.
Pack Tactics. You have advantage on melee attacks against a creature if at least one of your allies is within 5ft. of you, and the ally isn’t incapacitated.
Distracting Performance, 7th level species feature. Starting at 7th level, you can distract enemies with a deceptive act. Make a deception check, contested by your opponent’s insight check. If you win the contest, your allies have advantage on Stealth checks to avoid detection from the distracted creature(s). You can keep this performance up for up to 1 minute.
Strike Formation, 17th level species feature. Starting at 17th level, if one of your allies is within 5ft. of you, you can make a second breath weapon attack as a bonus action. You can only use this feature if you missed the first attack (for small shadow wings), or if all intended targets succeeded their saving throws (for alpha Shadow wings).
Subraces
Shadow wings have two subraces, small shadow wings and alphas. Your subrace defines the following features.
Small Shadow Wing
Breath Weapon. Your breath weapon is an exploding fireball. As an action, you can use your breath weapon against a single target. Make a ranged attack roll (with proficiency). The range is 50/120. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice, and makes a Strength saving throw versus your breath weapon save DC. They are knocked prone on a failure.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, all creatures within 5 ft. of the target make a strength saving throw, falling prone on a failure. In addition, your breath weapon attacks ignore partial cover.
Alpha Shadow Wing
Breath Weapon. Your breath weapon is a thunderous roar. As an action, you can roar, producing a deafening sound in a 30 ft. cone. All creatures in that area make a Constitution saving throw versus your breath weapon save DC. On a failure, they take thunder damage equal to 1d8 times your breath weapon dice. They take half as much on a success.
Rallying Roar, 11th level species feature. Starting at 11th level, you can rally your allies as part of your breath weapon attack. When you use your deafening roar, any of your allies within 120 ft. can use their reaction to move up to their movement speed toward you. In addition, creatures who fail the saving throw against your roar are deafened for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Shellfire (49)
Rarity: very rare
Playing a Shellfire
Shellfire dragons are big, carapace-covered dragons with large horns and an incredible range of attack. They live in the ocean, and are natural enemies of submarripers. Because of their oceanic home they are rarely seen, and little is known about their behavior or lifestyle.
Primary subclass: Tidal
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Shellfire hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your stubby legs are not designed for walking on land. Your walking speed is 25 ft. You also have a swimming speed of 35 ft. It is unknown if shellfire dragons can fly or not. They have heavy bodies and small wings by comparison which are designed more for swimming.
Typical colors: orange, brown
Languages. You speak and understand Draconic and Aquan.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of Stealth or Survival.
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.
Amphibious. You can breathe both air and water.
Natural Weapons. You have a bite attack and a horn attack that do piercing damage equal to 1d8 + your strength modifier.
Charge. If you take the dash action, you can make a horn attack as a bonus action.
Breath Weapon. Your breath weapon is a long-range plasma blast. To use it, you make a ranged attack against a single target. The range is 100/350 ft. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice. Creatures within 5ft. of the target make Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to half the total, taking no damage on a success.
Hardened Carapace, 7th level species feature. Beginning at 7th level, your armor class permanently increases by 1, beyond your scaly defense feature.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon becomes 150/600 ft. In addition, your breath weapon attacks ignore partial cover.
Toxic Algae Cloud, 17th level species feature. Starting at 17th level, you can release a cloud of noxious algae as an action within a 20-ft. radius. That area becomes heavily obscured until the start of your next turn. Any creature that enters or starts its turn there makes a Constitution saving throw versus your breath weapon save DC. On a failure, they are blinded and poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot do so again until you complete a long rest, or a short rest submerged in water where algae is present.
Shovelhelm (50-51)
Rarity: uncommon
Shovelhelms are large, careful boulder-class dragons. They have a triceratops-like frill and a spike on their chin which they use to dig. They aren’t very fast, but they can use it to their advantage. They usually stay back from a fight first, to evaluate the best way to attack.
Playing a Shovelhelm
Shovelhelm dragons are slow and careful dragons. You enjoy fixing or building things much more than combat. But, your careful nature can make you handy in a fight.
Primary subclass: Boulder
Secondary subclass: Metallic
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Shovelhelms are large dragons. Even a hatchling is the size of a medium humanoid. If you start as a short wing you start as Large.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 25 ft. You also have a burrowing speed of 5 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Athletics. Optionally, you may also choose one type of artisan’s tools that you are proficient in.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a ram attack that does bludgeoning damage equal to 1d8 + your strength modifier. If you move at least 20 ft., then hit a target with a ram attack on the same turn, the target must succeed a Strength saving throw versus your breath weapon save DC or be pushed 5 ft. and knocked prone.
Breath Weapon. Your breath weapon is a cone of fire. Starting at 2nd level, you can breathe out a 15 ft. cone originating from yourself as an action. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC or take fire damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Fixer. You know the cantrip mending, and can cast it innately, requiring no material components.
Careful Evaluation, 7th level species feature. Beginning at 7th level, you can gain insights into a fight by standing back and watching first. If you take your first turn in combat without taking any aggressive actions (including spells), the DM can tell you certain information about a target. This includes resistances, spellcasting, potential weaknesses, and special abilities or actions, whatever the DM determines you could possibly notice from careful observation. You may also be given information about a strategic part of a battlefield.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. A creature that fails the saving throw against your breath weapon is also pushed 5 ft.
Stonemason, 17th level species feature. Starting at 17th level, your knowledge of building, and your connection to stone empowers you. You can cast the following spells innately, requiring no material components: wall of stone, stone shape, and bones of the earth. Once you cast one of these spells you cannot do so again until you complete a long rest.
Singetail (52)
Rarity: Rare
Singetails are fiery, fast stoker-class dragons. They have two sets of wings, making them very maneuverable in the air. They’re most notable feature is their ability to shoot fire from nearly any direction, from the mouth, the tail, or even from their underbelly. They are very territorial, and if they cannot defeat a foe on their own, they light signal fires to call for aid from other singetails, who will always come to their aid. Because of the fire that comes from their tail, the tail almost constantly trails smoke behind it. They also have chameleon-like eyes that can see clearly both in front and directly behind. One of their weaknesses is altitude. Fly too high (generally above about 5000 ft.), and a singetail retreats.
Rarity: Legendary
Titan wing singetails are bigger, stronger, and red in color. They also have the ability to expel fire from the base of their tail, giving them a boost in speed.
Playing a Singetail
Singetail dragons are stoker-class hotheads with quick and aggressive tactics. As a Singetail, you hardly ever back down from a fight, and you’re a team player. If an ally calls for aid you’ll be there with a fiery vengeance.
Primary subclass: Stoker
Secondary subclass: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution by 1.
Typical colors: Orange, green, yellow, red
Size. Singetail hatchlings are medium-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Perception and Acrobatics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail does the damage of a normal unarmed strike, but has a reach of 10 ft.
Breath Weapon. Your breath weapon is a fireball that can actually be shot from your tail or your mouth. Because of this, you can make two fireball attacks at once as a single action, expending only 1 use of your breath weapon. These can be against the same or different targets. To make a fireball attack, make a ranged weapon attack with a range of 50/120. On a hit, they take fire damage equal to 1d4 times your number of breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Belly Fire. You can also use an action and expend one use of your breath weapon to cause a 15 ft. cone of fire from your stomach. Creatures in that area make Dexterity saving throws against your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your number of breath weapon dice. They take half damage on a success.
Aggressive. You can move up to half your movement speed as a bonus action, but only if it is towards an enemy creature.
Watchful, 7th level species feature. Beginning at 7th level, you cannot be surprised while you are conscious and not blinded.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your belly fire becomes a 30-ft. cone. Also, the range of your fireball attacks becomes 80/240.
Rocket Boost, 17th level species feature. Starting at 17th level, you can expend one use of your breath weapon to expel fire from the base of your tail, which propels you forward. You expel fire in the same way as your belly fire attack, in a 30-ft. cone. You are also propelled a number of feet equal to your flying speed in the opposite direction the cone faces.
When you gain legendary actions at level 20, you can use both at once to Rocket Boost.
Skrill (53)
Rarity: Very Rare
Playing a Skrill
Skrills are stealthy, quick, lightning-based dragons. They can be very aggressive. They are the natural enemies and rivals of night furies. They can be very difficult to befriend and train, but once they do they are loyal to the death.
Primary subclass: Strike
Secondary subclass: Mystery, Chromatic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Skrill hatchlings are more or less dog-sized. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Typical Colors: black or stormy gray with purple highlights
Speed: Your base walking speed is 30 ft. When you gain a flying speed at second level, it is 35 ft., rather than 30.
Languages. You speak Draconic.
Resistances. You are resistant to lightning damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. If you attack with your tail, the reach is 10 ft., and you can try and shove the target as part of the attack, though the damage is that of a normal unarmed strike.
Breath Weapon. Your breath weapon is a blast of lightning. As an action, you can expend a use of your breath weapon to breathe a 30×5 ft. line of lightning. All creatures in that space make Dexterity saving throws versus your breath weapon save DC. On a failure, they take lightning damage equal to 1d8 times your number of breath weapon dice. If you are at least partially submerged in water, you cannot use your breath weapon.
Stormy Hide. While in storm clouds, you can hide as a bonus action, and you have advantage on stealth checks.
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.
Icy Hibernation. You can hibernate for years if frozen in ice with no harmful effects.
Electric field. You can expend one use of your breath weapon to create an electric field around you for 1 minute, or until you lose concentration (as if concentrating on a spell). While the field is active, your melee attacks do an extra 1d6 lightning damage, and you have resistance to ranged attacks.
When you gain legendary actions at level 20, you can use one to create your electric field.
Eel Eater. Most dragons are afraid of eels, and suffer harmful effects if they eat them. You suffer none of these effects. Many skrills like to eat electric eels.
Electric Recharge, 7th level species feature. Beginning at 7th level, if you take lightning damage, you regain 1 use of your breath weapon.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, you can make two lines of lightning with one use of your breath weapon, rather than only one. In addition, on a failed save the target falls under one of the following effects, determined by the roll of a d6.
1-2 no additional effects
3 the creature is pushed back 10 feet
4 the creature cannot speak coherently for 1 hour, or until they take lightning damage again. Any time they try and speak it comes out as incoherent gibberish
5 the creature’s hair stands on end until the end of your next turn
6 the creature is stunned until the beginning of your next turn
Lightning travel, 17th level species feature. Starting at 17th level, you can ride a lightning strike. As a bonus action, you can travel up to two times your flying speed almost instantly without taking opportunity attacks. This movement cannot be broken up with actions, it must be continuous. Once you use this feature, you cannot do so again until you finish a long rest, or if you enter a lightning storm.
When you gain legendary actions at level 20, you can use this feature as a legendary action.
Slitherwing (54)
Rarity: Rare
Slitherwing dragons are highly poisonous. They look like giant red snakes with stripes on their backs and a set of small wings. They can spray their poison from their mouths, but it also secretes from beneath their skin. This secretion makes them deadly even to the touch. It also makes them immune to effects that would stick to their skin, such as a mimic’s adhesive ability, sovereign glue, a boggle’s sticky oil, or a death song’s amber attack. There is an antidote to slitherwing venom, made from the venom itself, angel fern, and tree sap.
Playing a Slitherwing
Slitherwing dragons are very territorial, and aggressive towards anything they see as potential prey, including other dragons. It is difficult to even get close to one without getting poisoned, let alone befriend or train it.
Primary subclass: Mystery
Secondary subclass: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution by 1.
Size. Slitherwing hatchlings are small-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking (slithering) speed is 30 ft.
Languages. You speak Draconic.
Resistances. You have resistance to poison damage, and immunity to slitherwing poison. You also have advantage on saving throws against poison.
Poison Skin. You secrete poison from underneath your scales. A creature that grapples you or otherwise comes into direct contact with your skin must succeed a Constitution saving throw versus your breath weapon save DC or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can remake the saving throw at the end of each of their turns, ending the condition on a success.
Your poison can also be applied to a weapon by a friendly creature within 5ft. of you as an action. If a weapon that has your poison on it hits, the poison is expended, and the target of the weapon attack takes poison damage equal to 1d4 times your breath weapon dice, in addition to the normal damage of the weapon.
Slippery Secretion. Because of the poison secretion from your skin, you are immune to any effect that would stick to your skin, such as death song amber, a mimic’s adhesive ability, sovereign glue, or a boggle’s sticky oil.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail does the normal damage of an unarmed strike, but has a reach of 10 ft., and on a hit the creature makes a saving throw against your poison, just as stated in Poison Skin.
Breath Weapon. Your breath weapon is a 15 ft. cone of liquid poison that sprays from your mouth. When you use your breath weapon as an action, each creature in that space makes a Constitution saving throw versus your breath weapon save DC. On a failure, they take poison damage equal to 1d6 times your breath weapon dice, and are poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success. On a successful save, they take half damage and are not poisoned.
Serpentine. Because of the shape of your body, you can fit through spaces one size smaller than you at full speed (10 ft, if you are Huge, 5 ft. if you are Large, 3 ft. if you are medium, 1 ft. if you are small). This does not apply if you are flying, since you need space for your wings.
Constrict, 7th level species feature. Beginning at 7th level, you can attempt to grapple a target that is your size or smaller as a bonus action. With a target grappled in this way, they are constricted by your snake-like coils. You can still make bite attacks as normal, but you can only grapple one target at a time, and cannot make tail attacks while grappling. On subsequent turns, you can do the damage of your tail attack as a bonus action against a grappled target, which automatically hits (you squeeze the target in your coils). Since they are in contact with your bare skin, they also are subjected to the effects of your poison skin.
Breath weapon improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, a creature poisoned by your breath weapon takes additional poison damage equal to 1d6 + your Constitution modifier at the end of each of their turns, before remaking a saving throw to shake the poison.
Poisonous Constitution, 17th level species feature. Starting at 17th level, you become immune to poison damage. In addition, creatures poisoned by your skin also take poison damage equal to 1d6 + your constitution modifier at the end of their turn, before remaking a saving throw to shake the poison.
Smothering Smokebreath (55)
Rarity: Mythical
Playing a Smothering Smokebreath
Smothering Smokebreaths are small dragons, but they have the ability to breathe fog from their mouths. As a smokebreath, you tend to hide and be secretive rather than attacking head-on. You also love to collect pieces of metal. Training one has never been done, since they are so rarely seen.
Primary subclass: Mystery
Secondary subclass: Sharp, Tracker
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom by 1.
Typical colors: Various shades of gray
Size. Your size is small. Titan wings may reach medium size, so you may reach medium size at 11th or 17th level at your DM’s discretion.
Speed. Your base walking speed is 30 ft.
Languages. You speak draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from stealth or investigation. You also are proficient in medium armor (barding).
Bite. You have a bite attack that does 1d8 + your strength modifier piercing damage.
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.
Smoke Breath. As an action, you can release smoke from your mouth continuously. You can do so for a number of minutes equal to your Constitution modifier, or until you lose concentration (as if concentrating on a spell). If you use all of your smoke, it recharges during a short or long rest. You release enough smoke to conceal only your own position. While the smoke is active, you can hide as a bonus action, and can hide in open areas.
When you gain legendary actions at level 20, you can activate your smoke using a legendary action.
Breath Weapon. Your breath weapon is a cone of fire. As an action, you can breathe out fire in a 15-ft. cone. Each creature in that space makes a Dexterity saving throw against your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much on a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Pack Tactics. You have advantage on melee attacks against a creature if another one of your allies is within 5 ft. of the creature and isn’t incapacitated.
Even Smokier, 7th level species feature. Starting at 7th level, you can cast the spells fog cloud and pass without trace. Once you cast one of these spells, you cannot do so again until you complete a long rest.
When you gain legendary actions at level 20, you can use both at once to cast fog cloud.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, on a failed save creatures that are holding or wearing metal take an additional 2d8 fire damage.
Potent Smoke, 17th level species feature. Starting at 17th level, your smoke becomes more potent. Any creature that starts its turn within 5 ft. of you while your smoke breath is active makes a Constitution saving throw versus your breath weapon save DC. On a failure, they are poisoned for 1 minute. They can remake the saving throw at the end of each of their turns if they are no longer within 5 ft. of you, ending the effect on a success.
Snafflefang (56)
Rarity: rare
A snafflefang is a tough boulder-class dragon, capable of doing battle in close-quarters with its spiked tail. It is quicker and more active than many boulder class dragons. Its favorite snacks are geodes, which it chews on with teeth nearly as hard as diamonds. Their fireballs are highly explosive, and often flecked with bits of crystal which pierce opponents like the shards of a grenade. Because of their love of geodes, it has been relatively easy for trappers to lure them in. As a result, they have become much less prevalent in the wild.
Playing a Snafflefang
Snafflefang dragons are active and quick, for a boulder-class. You’ll do nearly anything for your favorite snack, geodes.
Primary subclass: Boulder
Secondary subclass: Gem
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Strength by 1.
Size. Snafflefang hatchlings are medium-sized. If you start as a short wing you start as Large.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose one from Perception, Investigation, and Athletics.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a tail attack that does 1d10 piercing damage.
Breath Weapon. Your breath weapon is a fireball flecked with bits of crystal. To use it, make a ranged attack roll, the range of which is 80/150. On a hit, the target takes fire damage equal to 1d8 times your number of breath weapon dice. Creatures within 5 ft. of the target make Dexterity saving throws versus your breath weapon save DC. On a failure, they take piercing damage equal to half the total fire damage of the attack. They take no damage on a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Diamond-Hard Teeth. Creatures and objects that are normally resistant to piercing damage are not resistant to your bite attacks.
Find Rocks, 7th level species feature. Beginning at 7th level, you can cast the spell locate object innately, requiring no material components. Once you cast the spell, you cannot do so again until you complete a long rest. You also become proficient in Investigation if you are not already.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon becomes 120/240 ft. Creatures who fail the saving throw are also pushed 5ft.
Heavy Hitter, 17th level species feature. Starting at 17th level, your spiked tail becomes more powerful. When you hit a creature with your tail, they must succeed a Strength saving throw versus your breath weapon save DC or be pushed 10 ft. and knocked prone. Creatures that are at least one size bigger than you have advantage on the saving throw.
Snaptrapper (57)
Rarity: rare
Snaptrappers are the venus fly traps of dragons. They have four heads that each have a triple-split jaw, and three tongues that are similar to the anther of a flower. They pretend to be plants, attracting prey with their chocolatey scent. They can also emit an unpleasant scent to drive away enemies. They can be found playing in the mud and rain, which makes them much more agreeable and approachable.
Playing a Snaptrapper
Snaptrapper dragons do not generally seek out a fight, or prey, but entice their targets with intoxicating scents. As a Snaptrapper, you are good at deceiving, and acting like a plant.
Primary subclass: Mystery
Secondary subclass: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity by 1.
Typical colors: Various shades of green
Size. Snaptrapper hatchlings are medium-sized. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Huge |
| 17th | Large | Huge |
Speed. Your base walking speed is 30 ft.
Languages. You speak draconic.
Resistances. You are resistant to acid damage.
Proficiencies. Choose one from stealth, deception, or perception.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 10 ft.
Four Headed. If you take the attack action, you can make an additional bite attack as a bonus action. You can also keep one head awake while the others sleep, enabling you to take an entire long rest while one head is still conscious.
Breath Weapon. Your breath weapon is a cone of acid. As an action, you can expend one use of your breath weapon to breathe a 30 ft. cone of acid. Each creature in that area makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take acid damage equal to 1d8 times your breath weapon dice. They take half as much on a success.
Plant-like Appearance. You have advantage on Charisma (deception) or Charisma (performance) checks to pass yourself off as a plant.
Powerful Scents. As an action, you can emit a scent, either a noxious scent or an enticing scent. Up to 6 creatures of your choice within a 120 ft. radius make a Wisdom saving throw versus your breath weapon save DC. If you are using an enticing scent, the creature uses all of its movement on subsequent turns moving towards you. If you are using a noxious scent, they use all their movement to get away from you. These effects last for 1 minute, until the creature is within 5 ft. of you, or is out of range of your scent. A creature who succeeds the saving throw is immune to your scent for the next 24 hours.
Four Heads, 7th level species feature. Starting at 7th level, You can reroll a perception check, or Wisdom saving throw, as well as saving throws against being deafened, blinded, or frightened. You must use the new roll. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses during a short or long rest.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you can also use a fire breath weapon. As an action, you can breathe out flaming gas in a 30 ft. cone. Creatures in that area make Dexterity saving throws versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much on a success.
Poison Bite, 17th level species feature. Starting at 17th level, your bite attack does 2d8 additional poison damage.
Snifflehunch (58-59)
Rarity: Uncommon
Snifflehunch dragons have a distinct hump on their backs, as well as a rounded horn on the top and bottom of their snout, and they come in a wide variety of colors. These horns are used in combat, but the snifflehunch also has a very keen sense of smell, as a member of the tracker class. They are very personable dragons, with little to no sense of personal space. Since they are relatively calm dragons, they are rather easy to befriend and train.
Playing a Snifflehunch
Snifflehunch dragons can be befriended and trained without too much difficulty. They have no sense of personal space, and they see the works mostly through their nose. As a snifflehunch, you are curious and inquisitive.
Primary subclass: Tracker
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Wisdom score increases by 2, your Constitution by 1.
Typical Colors: various patterns ranging in yellow, green, orange, and blue
Size. Snifflehunch hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of Survival or Perception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a horn attack that does 1d8 bludgeoning damage. If you move at least 20 ft. then hit a creature with a horn attack, they must succeed a Strength saving throw versus your breath weapon save DC or be knocked prone.
Keen Smell. You have advantage on Wisdom (Perception) checks, or Wisdom (Survival) checks that rely on smell.
Breath Weapon. Your breath weapon is a 15 ft. cone of fire that you let out in a loud sneeze that can be heard within 60 ft. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much damage on a successful save.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Hump Day. As long as you have been eating regularly and healthily, you can go without food or water for up to a week, using fat stores in your hump.
Hot Sneeze, 7th level species feature. Beginning at 7th level, your fire sneeze can melt through nearly anything. Nonmagical objects that are subjected to your breath weapon also take damage, unless immune to fire.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, each creature that fails their saving throw also becomes afflicted with disease. Until the disease is cured, the creature can’t regain hit points except by magical means, and their hit point maximum decreases by 3 (1d6) every 24 hours. If the creature’s hit point maximum drops below 0 as a result of the disease, the creature dies.
Follow Your Nose, 17th level species feature. Starting at 17th level, you gain blindsight out to 20 ft., as long as you can still smell.
Snow Wraith (60)
Rarity: Rare
Lair and Lair Actions
A Snow Wraith’s Lair
Snow wraith dragons dwell among the snow and ice, making their lairs on frozen islands or the tops of high mountains. Unlike many dragons, snow wraiths share their lair with several others, who operate as a team.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A patch of ice or snow in a 10-ft. square falls. Creatures in that space must succeed a DC 15 Dexterity saving throw or take 1d8 bludgeoning damage and 1d8 cold damage, and be restrained, requiring a DC 12 athletics check to break free. The area is now difficult terrain. If the snow wraith is within 15 ft., it can immediately hide behind the snow pile.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a snow wraith’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within 1 mile of the lair, the dragon can sense the movement of glaciers, and changes in the weather.
If all snow wraiths in the lair die, changed weather reverts to normal, as described in the spell.
Playing a Snow Wraith
Snow Wraiths are stealthy dragons of the snow. They specialize in hiding in blizzards and ambushing prey. As a snow wraith, you prefer to stay hidden, but you are also very aggressive.
Primary subclass: Strike
Secondary subclass: Mystery, Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Size. Snow wraith hatchlings are medium-sized. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You can also burrow through ice or snow at half your walking speed.
Languages. You speak Draconic.
Resistances. You are resistant to cold damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail also has spikes on it. Your tail has a reach of 10 ft., does 1d8 piercing damage, and can be treated as a finesse weapon.
Breath Weapon. Your breath weapon is a blast of frost. To hit, make a ranged attack roll, the range of which is 50/120. On a hit, the target takes cold damage equal to 1d8 times your breath weapon dice.
Snowy White Hide. In snowy or icy conditions, you can hide and disengage as a bonus action.
Ice Adapted. You are unaffected by difficult terrain caused by ice or snow.
Thermal Vision. You can see lightly or heavily obscured creatures with no impairment.
Blizzard, 7th level species feature. Beginning at 7th level, you can cast the spells sleet storm and ice storm innately, requiring no material components. Once you cast a spell, you cannot cast it again until you complete a long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the range of your breath weapon increases to 80/240 ft. In addition, on a hit, the target’s movement speed is reduced by 10 ft.
Dread Ambusher, 17th level species feature. Starting at 17th level, you have advantage on initiative rolls. At the start of your first turn in combat, your speed increases by 10 feet, and lasts until you are hit by an attack. If you make a melee attack on your first turn in combat, the target takes an additional 1d8 cold damage for each hit.
Speed Stinger (61-62)
Rarity: Uncommon
Playing a Speed Stinger
Speed Stingers are nocturnal pack dragons without wings, but a devastating sting on their tail. They make up for their lack of flight with incredible speed, some even developing webbing on their feet that allows them to run on the surface of the water. They usually live in caves, staying there and sleeping during the day, then coming out at night to hunt. They have strong protective instincts, due to living in a pack, and tend to follow a single leader. Speed Stingers are extremely wild and difficult to train, so you should have a very good reason for staying with your party. Once they do win your loyalty, you protect them with your life as members of your family and pack.
Primary Subclass: Sharp
Secondary Subclass: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity increases by 2, your Constitution by 1.
Size. If you start as a hatchling your size is small. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Medium |
| 11th | Medium | Large |
| 17th | Large | Large |
Speed: Your base walking speed is 40 ft. At 2nd level, rather than gaining a flying speed, you gain the ability to run on the surface of liquids such as water or mud. As long as you move at least 20 ft. on each of your turns you remain on the surface without sinking. If you move less than that you sink as normal.
Languages. You understand Draconic, but cannot speak.
Resistances. You are resistant to fire and poison damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your dexterity modifier, and a claw attack that does 1d6 + your dexterity modifier slashing damage.
Breath Weapon. Speed Stingers have no breath weapon. You instead have a sting attack with a reach of 5 ft. It does 1d4 piercing damage + your dexterity modifier, and poison damage equal to 1d6 x the number of breath weapon damage dice in the dragon table. The target must then succeed a constitution saving throw versus your breath weapon save DC or be paralyzed until the end of their next turn. A creature that is at least one size larger than you has advantage on this saving throw.
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 grey.
Pack Tactics. You have advantage on any melee weapon attack against a creature if another ally is within 5 ft. of the creature, and the ally isn’t incapacitated.
Fleet of Foot. Rather than 20, your maximum dexterity score is 22.
Evasive, 7th level species feature. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stinger Improvement. 11th level species feature. When someone fails the saving throw against your sting attack, they stay paralyzed for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success. A creature that is at least 2 sizes larger than you has advantage on the saving throw. In addition, your sting attack has a reach of 10 ft.
Lead the Pack. 17th level species feature. Starting at 17th level, you have the tactical knowledge and leadership skills of a pack leader. Unless you choose not to, you always go first in battle. Your initiative is equal to the highest initiative rolled by anyone in combat, friend or foe, +1. In addition, on your turn as a bonus action you can roar to inspire your allies. After you roar, any creature of your choice within 30 ft. that can hear you has advantage on attack rolls and saving throws until the beginning of your next turn. Once you use this trait, you cannot do so again until you finish a short or long rest. You can roar as a legendary action at level 20.
Stormcutter (63)
Rarity: Rare
Stormcutter dragons are large sharp-class dragons. They have two sets of wings, one underneath the other that gives them impressive control while in flight. They can also turn their head 180 degrees, making them very difficult to sneak up on. They are highly intelligent and personable, having a high ability to understand humanoid interactions. They breathe a powerful tornado-like ring of fire as a breath weapon. They also have hooked claws on their forewings that allow them to climb easily on cave walls, or even upside-down on ceilings. These claws are also very dexterous, and very strong, perfect for picking locks, or for tearing apart entire homes.
Playing a Stormcutter
Stormcutter dragons are rather intelligent compared to most dragons in the barbaric archipelago. They are generally peaceful and prefer a nice flight to a fight. But when they are threatened they fight with incredible power and control.
Primary subclass: Sharp
Secondary subclass: Tracker, Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Strength by 1.
Typical colors: woody brown
Size. Stormcutter hatchlings are medium-sized. If you start as a short wing your size is Large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 20 ft. You are able to climb upside-down on ceilings with a successful ability check.
Languages. You speak Draconic. You can also pick one other language that you understand, but do not speak.
Resistances. You are resistant to fire damage.
Proficiencies. Choose two from Perception, Acrobatics, Athletics, and Sleight of Hand.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and claws that do the same, but slashing damage. Your tail does the damage of a normal unarmed strike, but has a reach of 10 ft.
Breath Weapon. Your breath weapon is a 15-ft. cone of fire that twists in a tornado shape. When you use your breath weapon, each creature in the area must succeed a Dexterity saving throw versus your breath weapon save DC or take fire damage equal to 1d8 times your breath weapon dice. They take half as much damage on a success. Flammable objects in the area that are not being worn or carried also catch fire.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Double Wings. You have advantage on saving throws to avoid being knocked prone.
Turn Your Head. You have advantage on Perception checks made to spot a creature who is trying to sneak up on you.
Control, 7th level species feature. Beginning at 7th level, while in flight if you hit a creature with a melee attack, you can then move up to half your movement speed as a bonus action. This movement does not provide opportunity attacks.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, a creature that fails the save against your breath weapon is pushed 10 ft.
Tornado, 17th level species feature. Starting at 17th level, you can use an action and a single use of your breath weapon to create a cyclone of fire in a 20-ft. radius, originating from self. Each creature in that area must succeed a Strength saving throw or take the fire damage of your breath weapon, and be pulled to within 5 ft. of you, if there is an unoccupied space. If there is not, they are pulled into the nearest unoccupied space to you. On a success they take half damage and are not moved.
Submaripper (64)
Rarity: Rare
Submarippers have a terrible smell. They live on the seafloor, waiting for ships or large creatures to pass overhead. They then release a whirlpool, drawing its food into its open maw. They are also the natural enemies of Shellfire dragons.
Playing a Submaripper
Submarippers tend to lie asleep on the seafloor, waiting until they sense potential prey above. As a Submaripper you are a patient predator, and powerful and aggressive when hunting or threatened. But those who help you earn a powerful ally.
Primary subclass: Tidal, Tracker
Secondary subclasses: Sharp, Chromatic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Submaripper hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: You have walking and swimming speeds of 30 ft.
Typical colors: mottled green patterns, blue with yellow stripes, turquoise with green stripes
Languages. You speak and understand Draconic and Aquan.
Resistances. You are resistant to your choice of either fire or poison damage.
Proficiencies. You are proficient in Athletics.
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.
Amphibious. You can breathe both air and water.
Bite. You have a bite attack that does piercing damage equal to 1d10 + your strength modifier.
Tail Attack. You also have a tail attack that does the normal damage of an unarmed strike, but has a reach of 10 ft., and you can attempt to shove as part of a tail attack.
Hibernation. While underwater, you can spend up to a week in a state of hibernation, requiring no food.
Stink. As a bonus action, you can cause yourself to emit a foul stench that can be smelled within 50 ft. of you. No saving throw is involved, but it encourages creatures who smell it to go away.
Breath Weapon. Your breath weapon is a whirlpool that draws things towards your mouth. As an action, you can make a 30 ft. cone whirlpool, originating from yourself, that functions both underwater and in the air. All creatures in that area make Strength saving throws against your breath weapon save DC. On a failure, they are pulled 10 ft. towards you, or until they are within 5ft. of you, if there is unoccupied space available for them to move into. If this movement puts them within 5ft. of you, you can make a bite attack against them that automatically hits, as a reaction. A creature that succeeds the saving throw is not moved. Unattached objects in the area are also pulled towards you. You do not take damage from objects pulled to you by your whirlpool. You can choose to continue to form the whirlpool for a number of turns equal to your constitution modifier, stopping at the end of your turn, until you make a bite attack, or until you lose concentration (as if concentrating on a spell). While the whirlpool is active, creatures in the area make strength saving throws at the beginning of their turns, or when they enter the area for the first time. The area is considered difficult terrain.
Ripplesense, 7th level species feature. Starting at 17th level, you can sense movements in the water around you. If a creature moves in the water in a 60 ft. radius around you, you are aware of it even if you are asleep or hibernating.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, the size of your whirlpool increases to a 60 ft. cone, and creatures who fail their saving throw are pulled 15 ft.
Even Stinkier, 17th level species feature. Beginning at 7th level, you can cause creatures who smell your stench (from your stink feature) to make Constitution saving throws versus your breath weapon save DC. On a failure they are considered poisoned for 1 minute, or until they leave the area they can smell you in. They can remake the saving throw at the end of each of their turns, ending the effect on a success. You can use this trait a number of times equal to your Constitution modifier, regaining all expended uses during a long rest.
Terrible Terror (65-67)
Rarity: Common
Playing a Terrible Terror
Terrible Terrors are fiesty little dragons that tend to travel in packs. They can be trained to perform many tasks, including delivering letters. As a terrible terror, you are fiery and wild, but are willing to do many things for rewards and treats.
Primary subclass: Stoker
Secondary subclass: Tracker
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution or Wisdom score by 1.
Size. Your size is Small.
Typical Colors: green, yellow, purple, blue, red
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose two from Survival, Perception, Performance, and Stealth.
Natural Weapons. You have a bite that does 1d8 piercing damage, and a claw attack that does 1d8 slashing damage. Your natural weapons can be treated as finesse weapons.
Breath Weapon. Your breath weapon is a 15-ft. cone of fire. Any creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure they take fire damage equal to 1d8 times your breath weapon dice. If all creatures in your breath weapon area succeed the saving throw, you can make another breath weapon attack as a bonus action.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Innate Direction. No matter where you are, you know which direction your home island is, and can deduce the location of other places you are familiar with with successful ability checks.
Pack Formations. If one of your allies is within 5ft. of you and is your size or larger, you can hide, disengage, or Help them as a bonus action.
Keen Hearing. You have advantage on Wisdom (perception) checks that rely on hearing.
Familiars. Terrible Terrors can serve as familiars using the find familiar spell.
Trainable, 7th level species feature. Beginning at 7th level, by taking one day to practice a skill with another creature that knows the skill, you can replace a skill you know with the new one. This applies to skill proficiencies, armor, weapon or object proficiencies. It does not work for saving throws or languages.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone.
Fearless, 17th level species feature. Starting at 17th level, you cannot be frightened as long as you attack the thing trying to frighten you on your next turn.
Terror- see night terror or terrible terror
Thornridge (68-69)
Rarity: Uncommon
Thornridge dragons can be rather stand-offish and quiet. They prefer to stay at the back of the pack during a fight, unless there is an ally in trouble. They will put themselves in harm’s way in order to save a friend.
Playing a Thornridge
As a Thornridge dragon, you prefer to stay at the back during a fight. You are sore to give your trust, but once your loyalty is earned you are a stalwart and loyal friend and ally.
Primary subclass: Sharp
Secondary subclass: Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
Typical colors: Orange with green and/or yellow horns, blue with red horns, green with orange horns
Size. Thornridge hatchlings are medium-sized. If you start as a short wing your size is also medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed. Your base walking speed is 30 ft.
Languages. You speak draconic.
Resistances. You are resistant to fire damage.
Proficiencies. Choose two from Acrobatics, Medicine, and Perception.
Natural Weapons. You have a bite attack that does 1d8 piercing damage, and has a reach of 10 ft. Your tail has thorns on it. It does 1d8 slashing damage and also had a reach of 10 ft.
Body Thorns. If a creature grapples, or attempts to grapple you, you can use your reaction to make a tail attack against them.
Breath Weapon. Your breath weapon is a line of fire. As an action, you can expend one use of your breath weapon to breathe a 30 ft. by 5 ft. line of fire. Each creature in that area makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much on a success. You can also use your breath weapon as a single-target attack, the range of which is 80/200 ft.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Aid Allies. You can cast the spells Bless and Cure Wounds innately at their base levels, requiring no material components. Once you cast one of these spells, you cannot cast it again until you complete a long rest.
Once you gain legendary actions at level 20, you can use one to cast either of these spells.
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.
Thorned Retaliation, 7th level species feature. Starting at 7th level, you can use your reaction to make a melee attack against a creature who comes within 5 ft. of you. you can then move up to half your movement speed without provoking opportunity attacks.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon can be a 60 ft. by 5 ft. line, or a 30 ft. by 10 ft. line, your choice, or a single target attack with a range of 120/240 ft.
Bolstering Presence, 17th level species feature. Starting at 17th level, when you cast cure wounds or bless innately, you cast them as 5th level spells. You also learn the spells aid (as a 5th level spell), freedom of movement, and mass cure wounds. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Threadtail (70-71)
Rarity: Uncommon
Threadtail dragons are stoker-class dragons, indicated by their different types of fire. They can breathe a normal yellow fire, as well as a green fire that spreads slowly like a fog. They can also breathe a purple mist. They also can secrete poison from their skin if threatened, but they are unfortunately not immune to their own poison. This makes them frequently itchy, and they can often be seen scratching themselves in bushes or sand. They are highly territorial, defending their home and allies at any cost.
Playing a Threadtail
Threadtail dragons are highly territorial. You have many abilities for defending yourself, including two types of fire, a purple mist, and poison skin.
Primary subclass: Stoker
Secondary subclasses: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Dexterity by 1.
Typical Colors: yellow and pale blue, bright pink and purple, deep blue with bright green
Size. Threadtail hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you also start as medium. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (medium) | |
| 3rd | medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either acrobatics, perception, or athletics.
Bite. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and has a reach of 10 ft. Your tail attack also has a reach of 10 ft., though it does the damage of an unarmed strike.
Breath Weapon: Yellow Fire. You have two breath weapons. Your yellow fire is breathed in a 15 ft. cone. Each creature in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice.
Breath Weapon: Green Fire. Your second breath weapon is a circle of green fire that spreads slowly like a fog. You breathe fire in a 10 ft. radius sphere originating from self. Each creature in that space must succeed a Dexterity saving throw versus your breath weapon save DC minus 2, since the fire spreads slower. On a failure, they take fire damage equal to 1d10 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Secrete Poison. In response to being grappled it otherwise touched on your bare skin, you can use your reaction to secrete poison from your skin. You and the creature touching you must succeed a Constitution saving throw versus your breath weapon save DC or be poisoned for 1 minute (yes, you too, unfortunately you’re not immune to your own poison). While poisoned in this way a creature becomes very itchy. A creature poisoned by you can remake the saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot do so again until you complete a short or long rest.
Purple Mist, 7th level species feature. Beginning at 7th level, you can emit purple mist as a bonus action. The mist spreads out from you in a 20 ft. radius that spreads around corners. The area is heavily obscured for 1 hour, or until a wind of at least 10 miles per hour disperses it. Once you use this feature, you cannot do so again until you complete a long rest.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your yellow fire breath weapon becomes a 30-ft. cone. Your green fire breath weapon becomes a 20 ft. radius sphere.
Potent Poison, 17th level species feature. Starting at 17th level, your poison becomes more powerful. When a creature fails their saving throw against your secrete poison feature, they also take poison damage equal to 1d6 times your breath weapon dice, in addition to being poisoned. They take half as much damage on a success. If you fail the saving throw against your poison you do not take this damage, though you are still poisoned.
Thunderclaw (72-73)
Rarity: uncommon
Thunderclaws are strong tracker-class dragons. They flick their tongues out to smell. One of their major weaknesses is they have a hard time flying if they are panicked, they tend to run and stampede instead. They live on open plains in large herds.
Playing a Thunderclaw
Thunderclaw dragons are strong and determined. They are rather jumpy though. As a Thunderclaw you are a member of the herd.
Primary subclass: Tracker
Secondary subclasses: Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Wisdom by 1.
Typical Colors: many varying colors including gray, yellowish green, purple, iridescent
Size. Thunderclaw hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in medium armor, as well as your choice of Survival, Athletics, or Perception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a ram attack that does 1d8 bludgeoning damage. If you move at least 20 ft. then hit a creature with a horn attack, they must succeed a Strength saving throw versus your breath weapon save DC or be knocked prone. You can also make a stomp attack that does 1d10 bludgeoning damage, but this attack can only be made against a creature that is prone.
Keen Smell. You have advantage on Wisdom (Perception) checks, or Wisdom (Survival) checks that rely on smell.
Breath Weapon. Your breath weapon is a 15 ft. cone of fire. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon dice. They take half as much damage on a successful save. Flammable, non-magical objects in the area are also lit. You also can use your breath weapon as a single-target attack, the range of which is 60/120 ft. On a hit, the target takes fire damage equal to 1d8 times your breath weapon dice.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Panicked Stampede. You cannot fly while frightened. But, while frightened, you can move through the spaces of creatures that are your size or smaller without slowing down. Any creature whose space you move through in this way, you can make a ram attack against.
Herd Immunity. When you are subjected to an area of effect damage that requires you to make a saving throw, if half (rounded up) or more of the other creatures friendly to you that are also within the area of effect succeed their saving throw, you also succeed.
Trample, 7th level species feature. Beginning at 7th level, if you knock a creature prone, you can immediately make a melee attack against them as a bonus action.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon area becomes a 30-ft. cone. The range of your single-target breath weapon becomes 120/240.
Stick With the Herd, 17th level species feature. Starting at 17th level, if a creature who is friendly to you that is within 5ft. of you moves, you can move with them, remaining within 5ft. If you use this feature, you cannot move again until the end of your next turn.
Thunderdrum (74-75)
Rarity: uncommon
Thunderdrums are bad-tempered dragons that release a concussive blast of sound rather than breathing fire. They have enormous lungs and expandable jaws, which is how they roar so loud. They have tiny legs however, making them slow and ungainly on land. But they are at home in the sea, living in deep tide pools and undersea caves in pods of a dozen or so dragons.
Playing a Thunderdrum
Thunderdrum dragons can be very aggressive dragons if threatened. Your thunderous roar can be heard for miles and deafen foes that get too close. You can be trained, but it requires a hard, strong hand.
Primary subclass: Tidal
Secondary subclasses: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Typical Colors: blue, green, purple, all with a white underbelly
Size. Thunderdrum hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 25 ft., since you have tiny, stubby legs. You also have a swimming speed of 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to thunder damage.
Proficiencies. You have proficiency in Athletics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier.
Prehensile Tail. Your tail is prehensile, so you can grab, carry, and manipulate objects with your tail, though you are not proficient in any manufactured weapons.
Breath Weapon. Your breath weapon is a 15 ft. cone of thunderous sound said to come from the power of Thor himself. All creatures in that area must succeed a Dexterity saving throw, versus your breath weapon save DC. On a failure, they take thunder damage equal to 1d8 times your breath weapon dice, and are deafened until the start of your next turn. They take half as much damage and are not deafened on a successful save.
Enormous Lungs. You can hold your breath for a number of hours equal to your Constitution modifier.
Flattened Body. If you have no remaining breath weapon uses, your swimming speed increases by 10 ft.
Bad Hearing. You have disadvantage on any Wisdom (perception) checks that rely on hearing. But, you are also considered deafened when it comes to succeeding against saving throws that rely on hearing, such as a death song’s call, or the dissonant whispers spell.
Sound Negation, 7th level species feature. Beginning at 7th level, you can use your breath weapon as a reaction to reduce incoming thunder or fire damage. When you are specifically targeted or in an area of effect that would do thunder or fire damage, you can expend your reaction and a single use of your breath weapon to reduce the incoming damage by the amount of damage your breath weapon would do (minimum of 1). When you use your breath weapon in this way, it does no damage, it only reduces the incoming damage. If this is in response to area of effect damage, it reduces the damage for all affected creatures, not just you.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, each creature in that space that fails their saving throw is pushed back 10 ft. and deafened for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Thor’s Own Blessing, 17th level species feature. Starting at 17th level, you can cast the following spells: thunderwave (as a 3rd level spell), shatter (as a 3rd level spell), thunderous smite, destructive wave, and thunder step. Your spellcasting ability is Charisma. Once you cast a spell, you cannot cast it again until you complete a long rest.
Timberjack (76-77)
Rarity: Uncommon
Timberjacks generally lead a quiet, secluded life in the forests they call home. They will even protect travelers by making massive tents with their wings, and providing the warmth of a fire. But if threatened, they can be incredibly deadly enemies. Their razor-edged wings can slice through full grown trees in flight without slowing them down. They also use their wings as protective shields.
They do not have legs, however, which makes them very vulnerable if their wings are hurt. One of the easiest ways to befriend a timberjack is to scratch its back, which it usually cannot do itself because of its massive wings.
Playing a Timberjack
Timberjack dragons are normally solitary, and prefer the peace of a quiet woodland or a calm sky. They are relatively easy to befriend, as long as you don’t threaten their forest home.
Primary subclass: Sharp
Secondary subclasses: Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Typical Colors: woody brown with a lighter underbelly
Size. Timberjack hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: You have no legs. Your base walking speed is 20 ft. When you gain a flying speed at level 2, it is 35 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either acrobatics, perception, or survival.
Bite. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier.
Sharp Wings. Your most powerful weapons are your wings. They do 1d10 slashing damage, have a reach of 5ft., and can be treated as finesse weapons.
Breath Weapon. Your breath weapon is a 30ft. line of fire that is 5 ft. wide. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC, taking fire damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Wing Tent. Your wings can also be used as shields. As a reaction to a creature within reach of your wings being targeted by a weapon attack, you can add 2 to the target’s AC. If the attack still hits, you take the damage, rather than the intended target. You can also form a “tent” out of your wings which can enclose up to four creatures at least one size smaller than you. Creatures within this space are protected from the weather, including cold, and have full cover against attacks. Attacks made against anyone in your wing tent would target you instead. You can sleep in this position.
Swooping Slice, 7th level species feature. Beginning at 7th level, the damage of your wing attacks multiplies by the number of feet you fly straight on that turn directly before making the attack, divided by 10. For example, if you fly straight 30 feet then make a wing attack, the damage would would be 3d10. This resets after any other action you take. For example, if you fly 20 feet straight, then make two wing attacks, only the damage of the first attack is multiplied. But if you fly straight 20 feet, make a wing attack, then move another 20 feet and attack again, the damage of both attacks is multiplied.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. line. Because of your forest home, you can choose to not burn plants that are in the area of your fire.
Wing Charge, 17th level species feature. Starting at 17th level, you can use an action to move in a straight line up to your flying speed through the space of any creature or wooden object your size or smaller. The first time you enter something’s space during this move, you can make a wing attack against it.
Triple Stryke (78)
Rarity: Rare
A triple strike is a scorpion-like, sharp class dragon that walks on two legs. Its front legs are scorpion-like claws, and it has three tails it uses to attack its prey with incredibly quick strikes. To warn off enemies they will sometimes rattle their tails, similar to a rattlesnake. Training a triple stryke is very difficult, since they are aggressive and persistent dragons. But clacking objects together has proven effective at calming down an aggressive triple stryke dragon.
Playing a Triple Stryke
Triple Stryke dragons are aggressive and relentless. You tend to be very wild, and difficult to train but can be a fierce ally with the right hand, and a few key techniques.
Primary Subclass: Sharp
Secondary Subclass: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity increases by 2, your Strength by 1.
Size. If you start as a hatchling your size is medium. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 35 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to your choice of either fire or poison damage. If you choose poison, you also have advantage on saving throws to resist poison.
Proficiencies. You have one proficiency of your choice from acrobatics, intimidation, athletics, or stealth.
Natural Weapons. You have a bite attack that does 1d8 piercing damage, and a claw attack that does 1d8 slashing damage. Your claw attacks can be treated as finesse weapons.
Breath Weapon. You have a cone of fire as a breath weapon, though triple strykes tend to fight more often in melee, using their tails. As an action, you can breathe out a 15 ft. cone of fire. Each creature in that space makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d8 times your breath weapon save DC. They take half as much damage on a success.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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 cannot determine colors in darkness, only shades of grey.
Poison Tails. You have three tails with poison stingers on the end. They have a reach of 10 ft., and can be used as finesse weapons. On a hit, a target takes 1d6 piercing damage, and must succeed a Constitution saving throw against poison, the DC of which is your breath weapon save DC. On a failure, they fall under one of the following effects (of your choice):
- The target becomes poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
- The target suffers from mild hallucinations for 1 minute. They perceive up to 3 triple strykes or enemy humanoids within 10 feet of them in random locations. A successful Intelligence check versus your breath weapon save DC reveals a hallucination to be false. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
- The target’s blood burns. They immediately take fire damage equal to 1d6 times your breath weapon dice.
You can also attempt to grapple using your tails, and so can grapple three targets at once.
Evasive, 7th level species feature. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Battle maneuvers. 11th level species feature. Starting at 11th level, you learn two battle maneuvers: Tail Swipe and Roll.
Tail Swipe. You swing your tail in a circle. Any creature within reach of your tails makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take 1d8 plus your Strength modifier bludgeoning damage, and are knocked prone. They take no damage and are not knocked prone on a success. They are not knocked prone if they are at least one size bigger than you.
Roll. You tuck in your wings and tail and roll up to your walking speed in a straight line. Any creature in the area you pass through makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take bludgeoning damage equal to 2d8 plus your Strength modifier. They take no damage on a success, but are pushed into the nearest empty space you did not roll through. Your roll is stopped if you impact a creature at least one size bigger than you.
Breath Weapon Improvement. 17th level species feature. Starting at 17th level, your breath weapon becomes a 60-ft. cone.
Typhoomerang (79)
Rarity: rare
Typhoomerang dragons are big with enormous wings. They have a skinny neck and a pair of smooth, swept-back horns. They are stoker-class, with enormous amounts of firepower. Their fire breath forms a swirling cyclone with an open center.
They are one of the few dragons that are not afraid of eels, and eat them freely. Eating eels can even recharge their breath weapon.
Playing a Typhoomerang
Typhoomerang dragons are strong and dangerous. You have a massive amount of firepower, along with terrifying horns and enormous wings. A Typhoomerag’s personality tends to embody the explosive flame within it.
Primary subclass: Stoker
Secondary subclasses: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Typical Colors: Red, greenish blue, orange, yellow with white highlights, red with white highlights
Size. Typhoomerang hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you start as Large. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft. When you gain a flying speed at level 2, it is 35 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in your choice of either acrobatics, perception, or athletics.
Bite. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier.
Wing Attack. Your wings are huge. As an action, you can make a wing attack. Each creature within 10 ft. of you makes a Dexterity saving throw versus your breath weapon save DC. On a failure, they take 2d6 bludgeoning damage and are knocked prone. Unprotected flames in the area are also extinguished.
Breath Weapon. Your breath weapon is a 30ft. cone of fire. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC, taking fire damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one. Your breath weapon is a tornado-shaped cone with a hole down the center. If positioned correctly in the middle, you can cause a creature to automatically succeed the saving throw, but only if you choose.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Eel Immunity. Most dragons are afraid of eels, and experience negative effects from eating them. You have no problems with eels, and in fact enjoy eating them.
Lunging Attack, 7th level species feature. Beginning at 7th level, if you fly at least 20 ft. towards a target then make a breath weapon attack that includes them on the same turn, the breath weapon save DC increases by 2. This applies to all creatures you moved towards.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. cone.
Even Bigger Flames, 17th level species feature. Starting at 17th level, your breath weapon becomes a 90-ft. cone. In addition, you can use a bonus action to consume an eel (if one is available) and regain one use of your breath weapon.
Whispering Death (80-81)
Rarity: Uncommon
Whispering deaths are one of the most aggressive dragons you can meet! They have bulging white eyes, and a wide mouth with rotating rings of teeth inside. They have a long whip-like tail, and their entire body is covered in spikes. They will often burrow up underneath their prey to shred them in their jaws. The distant rumbling sound their burrowing makes is what earned them their name. It is a common intimidation tactic in the barbaric archipelago to threaten to throw someone down a whispering death hole. Whispering deaths are incredibly hard to train, befriend, or even escape.
They are immune to the effects of dragon nip. They can shoot spines from their body like a deadly nadder or a buffalord. They can also vacuum objects and creatures into their mouth.
Playing a Whispering Death
Whispering Death dragons are aggressive and deadly. You can be approached if you are calm, but such opportunities are few and far between.
Primary subclass: Boulder
Secondary subclass: Sharp
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Strength by 1.
Size. Whispering Death hatchlings are small-sized. If you start as a short wing your size is medium. Your size increases according to your level in the following table.
| Start as Hatchling (small) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Large |
Speed: You have no legs. You can slither along the ground at a speed of 15 ft., but whispering deaths never do unless their wings are injured or too young to fly. At second level, you gain a flying speed of 30 ft. You also have a burrowing speed of 10 ft. You can burrow through solid rock, leaving a tunnel in your wake.
Languages. You speak Draconic.
Resistances. You have resistance to fire damage.
Spines. You have spines all over your body. Any creature that grapples you, or hits you with an unarmed strike takes 1d8 piercing damage.
Vacuum Mouth. As an opportunity attack, you can attempt to suck a creature into your mouth. You use your reaction, and the target makes a Strength saving throw versus your breath weapon save DC. On a failure the creature is pulled 5ft. towards you and their movement is used up for that turn. If the creature would be pulled into your space, you can make a bite attack against them that automatically hits, and they stay within 5ft.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail is covered in spikes as well, it has a reach of 10 ft. and does 1d8 piercing damage.
Breath Weapon. Your breath weapon is a 15 ft. cone of fire. As an action, you can breathe out fire, each creature in that space makes a Dexterity saving throw versus your breath weapon save DC. On a failure they take fire damage equal to 1d8 times your breath weapon dice. They take half as much damage on a success.
Spine Shot, 7th level species feature. Beginning at 7th level, you can throw spines from your tail by making a ranged attack, the range of which is 80/240 ft., and the damage of which is 1d8. You can shoot a spike an amount of times equal to your number of breath weapon uses, though it is a separate number. You can also expend all uses at once to throw a barrage of spikes. They are thrown in a 30-ft. cone. All creatures in that area must succeed a Dexterity saving throw against your breath weapon DC or take piercing damage equal to 1d8 times your number of breath weapon dice, taking half as much damage on a successful save. At level 20, you can expend both legendary actions at once to make a spike throw attack. You regrow all expended spikes at the end of a long rest.
Breath weapon improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone.
Whispering Movements, 17th level species feature. Starting at 17th level, a creature that hears you flying or tunneling within 20 ft. without seeing you falls under the effect of the dissonant whispers spell at its base level. The spell save DC is the same as your breath weapon save DC.
Windgnasher (82-83)
Rarity: Uncommon
Windgnasher dragons aren’t the prettiest, but they are rather friendly and easy to train. They are able to track for incredible distances using their sense of smell. In a fight, they prefer to remain in the back, using their breath weapon at a distance. Their clubbed tail makes a fierce last line of defense.
Playing a Windgnasher
Windgnasher dragons are native to icy areas. You don’t encounter humans that often, and so are naturally curious and friendly. You prefer to stay at the back during a fight, mostly using your breath weapon unless enemies get close and your powerful tail comes into play.
Primary subclass: Tracker
Secondary subclass: Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Wisdom score increases by 2, your Constitution by 1.
Size. Windgnasher hatchlings are medium-sized. If you start as a short wing your size is also medium. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Typical Colors. shades of green, orange and brown, shades of blue
Languages. You speak Draconic.
Resistances. You are resistant to cold damage.
Proficiencies. You are proficient in your choice of Perception or Survival.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a tail attack that does 1d10 bludgeoning damage.
Breath Weapon. You have two breath weapons, one that does fire damage, and one that does cold damage. Both do damage equal to 1d8 times your breath weapon dice, and are single target ranged attacks with a range of 80/150.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
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.
Keen Smell, Bad Hearing. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
Clubbing, 7th level species feature. Beginning at 7th level, when you hit a creature with a critical hit using your tail, they are stunned until the start of your next turn.
Blizzard, 11th level species feature. Starting at 11th level, you can expend one use of your breath weapon to make a powerful blizzard attack in a 60-ft. cone. Each creature in that space must succeed a Constitution saving throw versus your breath weapon save DC or take cold damage equal to 1d8 times your breath weapon dice and be pushed 10 feet. On a success they take half as much damage and are not pushed. The area is also heavily obscured by snow for 1 minute.
Resistant, 17th level species feature. Starting at 17th level, you become immune to cold damage and resistant to fire damage.
Windstriker (84-85)
Rarity: uncommon
Windstriker dragons are quick, sharp-class dragons. They have very long necks and plated hide, similar to a razorwhip, as well as a curved horn on their snout. Their breath weapon is not fire, but a blast of superheated air. They also have mastered the technique of skydiving at their opponents.
Playing a Windstriker
Windstriker dragons have metallic plated armor like a razorwhip. You are a sharp-class dragon, a fierce fighter, and a loyal friend and companion.
Primary subclass: Sharp
Secondary subclasses: Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Strength by 1.
Typical Colors: blue with yellow patterns, gray with red patterns
Size. Windstriker hatchlings are medium-sized. You can choose to start as a hatchling, or as a short wing, in which case you also start as medium. Your size increases according to the following table.
| Start as Hatchling (medium) | Start as short wing (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and understand Draconic.
Resistances. You are resistant to fire damage.
Proficiencies. You have proficiency in either Acrobatics or Perception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a tail attack that is the same but instead does slashing damage. Both these attacks have a reach of 10 ft.
Skydive. If you take the dash action, you can make a bite attack as a bonus action. If it hits, you do not provoke opportunity attacks from the targeted creature if you move out of their range on that turn.
Breath Weapon. Your breath weapon is a 15 ft. cone of superheated air. All creatures in that area must succeed a Constitution saving throw versus your breath weapon save DC, or take fire damage equal to 1d8 times your breath weapon dice. They take half as much damage on a successful one.
You can expend one use of your breath weapon to cause fire to burn inside your mouth for up to 1 hour. This sheds bright light in a 20-ft. radius, and dim light for an additional 20.
Plated Armor, 7th level species feature. Beginning at 7th level, your natural armor hardens into steel-like plates. Your armor class increases by 1, beyond what is described in your Scaly Defense feature. This only applies while you are not wearing armor.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, creatures and flammable objects that fail the saving throw against your breath weapon combust into flame. Until they or another creature takes an action to douse the fire, they take an additional 1d8 fire damage at the beginning of each of their turns.
Death From Above, 17th level species feature. Starting at 17th level, if you take the dash action while in full flight, you can make a melee attack with advantage or use your breath weapon as a bonus action. If you make such an attack, you do not provoke opportunity attacks for that entire turn, and creatures have disadvantage on their saving throw against your breath weapon.
Zippleback (see Hideous Zippleback)
Other Creatures
Some creatures in the Archipelago do not function well as playable characters. The legendary dragons are too big, and too powerful. Several other creatures native to the islands also appear here, such as eels.
Legendary Dragons
Bewilderbeast (87) (King of Dragons)
The Bewilderbeast is known as the King of Dragons, and has only been seen by a few individuals. Dragons revere the Bewilderbeast, and can be set under its control as their alpha. It dwells in the deep places of the earth, in caves or underwater, sometimes sleeping for years on end.
Foreverwing (88)
Green Death (89)
The Green Death is very similar to the Red Death, and the same statistics can be used for both, except that the Green Death is Neutrally aligned. The Green Death is thus far less aggressive than its Red Death cousin. In Riders of Berk, it moved into Dragon Island after the Red Death died. The Berkians are actually able to ally with it. The Green Death can be negotiated with, and generally will not attack unless it is threatened.
Red Death
The Red Death is gigantic, often sleeping in the depths of volcanoes. They can act as a dragon alpha for flocks of smaller dragons. They are heavily armored around the head, with a coral-like frill, and wart-like red spots all over its skin. Its tail is clubbed, and it has six eyes, making it very difficult to hide from. Its skin is completely fireproof, but inside its mouth and body is not.
Lair and Lair Actions
A Red Death’s Lair
Red deaths sleep in the depths of volcanoes, generally living off the bounty brought to them by their many subservient dragons. These other dragons bring it food, but serve it out of fear. It may eat these dragons if they do not satisfy the red death, but will generally protect them if needed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground within 80 feet of the dragon, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or take 9 (3d6) piercing damage from falling stalactites.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Dense fog surrounds the dragon’s lair within 5 miles.
- Volcanic gas fills the lair itself, giving the dragon advantage on stealth checks while inside its lair, and making the entire area lightly obscured.
If the dragon dies, these effects fade over the course of 1d10 days.
Screaming Death (90)
Screaming deaths are born every 100 years or so to a whispering death. They are much larger and stronger than whispering deaths. They have incredibly hard scale armor, enormous heads, and no aversion to sunlight. They also have an insatiable appetite for stone, sometimes consuming entire islands. Their breath weapon is multiple fireball blasts that shoot out in rapid succession as fire also sprays from behind the frills on their heads.
Screaming deaths have large white heads and enormous mouths with a long, spike-covered tail like that of a whispering death. But they have relatively small wings, and their head is more like that of a t-rex, rather than circular like a whispering death. They have enormously long teeth, and angry red eyes.
Unofficial Dragons
Devilish Dervish (school of dragons)
Divewing (rescue riders)
Egg Biter (HTTYD live spectacular)
Fastfin (rescue riders)
Fathomfin (serpent’s heir comics)
Fire Fury (rescue riders)
Flame Whipper (school of dragons)
Flyhopper (rescue riders)
Foreverhorn (rescue riders)
Gigantic Grumplumper (Rescue Riders)
Gobsucker (HTTYD live spectacular)
Golden dragon (Rescue Riders)
+Grapple Grounder (possible appearance in 1st movie, Rise of Berk game)
Groncicle (Rise of Berk game)
Hackatoo (Rise of Berk game)
Hideous Heatwing (Rescue Riders)
Luminous Krayfin (School of Dragons)
Moldruffle (School of Dragons)
Mudraker (School of Dragons)
Piercing Shriekscale (Rescue Riders)
Prickleboggle (School of Dragons, Rise of Berk)
Puffertail (Rescue Riders)
+Purple Death (Legend of Ragnarok comics)
Relentless Razorwing (Rescue Riders)
Roaming Ramblefang (Rescue Riders)
Rockspitter (Rescue Riders)
+ Sand Wraith (Rise of Berk, School of Dragons)
– Sea Gronckle (Rescue Riders)
Shivertooth (Rise of Berk, School of Dragons)
+ Shockjaw (Rise of Berk, School of Dragons)
Silkspanner (comics, Rise of Berk)
Silver Phantom (School of Dragons)
Silver-tailed Ironclaw (Rescue Riders)
Slinkwing (Rescue Riders)
+ Sliquifier (mentioned in HTTYD2 and Book of Dragons)
Slithersong (Rise of Berk, School of Dragons)
Slobber Smelter (Rescue Riders)
+ Songwing (cameo in HTTYD2)
Stinger (HTTYD Live Spectacular)
Sweet Death (Rise of Berk, School of Dragons)
Swiftwing (Rescue Riders)
Sword Stealer (Rise of Berk)
– Thunderpede (Rise of Berk, School of Dragons)
Wave Glider (Rescue Riders)
Whooping wifflewing (Rescue Riders)
Windwalker (School of Dragons, Rise of Berk)
Wooly Howl (School of Dragons, Rise of Berk)
Non-draconic Monsters
For humanoid stat blocks see Miscellaneous NPCs.
Baby Yak (see Yaks)
Badgers (see Pack of wild badgers)
Demon Toad (91)
Dragon (see Draconic Monsters or Yaks)
Eels (92)
Giant Eel (see Eels)
Giant Yak (see Yaks)
Giant Hammerhead Yak (see Yaks)
Hammerhead Whale (93)
The Hammerhead whale is a mythical creature that might have been made up by Gobber. It can dwell in the magma below the earth’s crust, as well as in the ocean. It can also be summoned by the god Thor, sometimes being ridden by the Hammerhead Yak.
Hammerhead Yak (see Yaks)
Man-eating Metal Mason (94)
Monkeys (95)
Two types of monkeys are mentioned in the How to Train Your Dragon franchise, Albino Snow Monkeys, and Nordic Howler Monkeys. Both can use the stat block for a Baboon, but they are resistant to cold damage. Nordic Howler Monkeys make a loud call that can be heard for several miles.
Pack of Wild Badgers (96)
Rat (see Yak rat)
Thunder fish- Vikings may refer to a Giant Shark or a Plesiosaurus (Basic Rules) as Thunder Fish.
Toad (see Demon toad)
Whale (see Hammerhead whale)
Wild Badgers (see Pack of wild badgers)
Yaks (97)
Baby Yak
Yak Dragon (Giant Yak)
Giant Hammerhead Yak
The Giant Hammerhead Yak is a mythical beast that Gobber may have just made up. It can live in the magma of a volcano, or beneath the crust of the earth. It attacks with its horns, or with karate-style kicks and punches. It can be summoned by the god Thor, sometimes riding the Hammerhead Whale.
Rat Yak
Yak Rat (98)
Boar/Giant Boar (99)
Thunder boar (100)
People
Villains
Dagur the Deranged (Barbarian Improviser)
Dagur the Deranged is a villain in several of the HTTYD shows. In the first season he is in, Hiccup offends him, and they become enemies. He has an affinity for skrills. He could be at a different level, depending on when the party encounters him. He seeks to build an armada, build power, and get revenge on those who offended him, principally Hiccup. Later in the series Race to the Edge, he becomes an ally of Berk, and even learns to ride a dragon, first a green gronckle known as Shattermaster, later a Triple-stryke named Sleuther. His class would be a Barbarian, race is human, background is outlander. He is an exile from his people, the berserker tribe. He has proficiency in Athletics, Survival, Intimidation, and Animal Handling.
First level Dagur:
Hit Points: 14
Armor Class: 13 (Unarmored Defense)
Str: 16
Dex: 11
Con: 16
Int: 9
Wis: 13
Cha: 13
Dagur fights with a battleaxe at low levels, but later goes into fights without any weapons, taking them from his opponents. At 3rd level he takes the Path of the Improviser (detailed in the classes section).
At 4th level he increases his constitution by 2 to a total of 18.
At 8th level he takes the Tough feat.
At 12th level he increases his strength by 2 to a total of 18.
At 16th level he increases his strength by 2 to a total of 20.
At 19th level he increases his constitution to a total of 20.
At 20th level his constitution and strength are increased to 24 because of primal champion.
All other features and abilities are automatically given as class features.
Shattermaster (a green gronckle)
Shattermaster is Dagur’s first dragon. He is a green-skinned gronckle with a strong bond to Dagur. They go through a lot together. Use stats for a short wing or broad wing for Shattermaster, depending on what stage your campaign is at. Shattermaster also knows a shatter scatter move. If he moves at least 20 ft. before making an Athletics check or an attack roll to break down a door, wall, or barrier, he has advantage on the check. This move can even break through dragon-proof metal. Shattermaster is injured in battle.
Triple Stryke (Sleuther)
After Shattermaster is injured, Dagur trains and rides a new dragon, a triple stryke named Sleuther. Use statistics for a triple stryke for Sleuther. Sleuther was trapped in a fighting arena for a while, and was the undefeated champion until he faced Toothless. The dragon riders then freed Sleuther, who followed them to Dragon’s Edge. Sleuther lived in the wild, rejecting attempts to train him until Dagur bonded with him.
Trader Johann (Rogue Mastermind)
Trader Johann is present in the HTTYD shows almost from the beginning as a traveling merchant with exotic wares. He is known for being long-winded and telling many tall tales of his adventures for hours on end. Only in the later seasons do you learn that Johann is actually a major villain, and his long winded stories distracted people from what his true intentions may have been. He is proficient in daggers, but most often avoids getting in a fight, preferring to use deception and lackeys to accomplish what he desires.
He is a human rogue of the Mastermind subclass. His background is Guild Merchant, and thus he has his own ship. At 1st level he is proficient in Deception, Sleight of Hand, Perception, Stealth, Persuasion, and Insight, navigator’s tools, thieves’ tools, and ocean vehicles. He has expertise in Deception and Persuasion. He speaks Common, Elvish, Dwarvish, and Thieves’ Cant.
First level Johann
Hit points: 8
Armor Class: 14 (Leather Armor)
Str: 9
Dex: 15
Con: 11
Int: 14
Wis: 13
Cha: 16
If Johann ever fights, he uses a multitude of daggers he has hidden all over his person.
At 3rd level he chooses the Mastermind subclass, learning Draconic and Gnomish, forgery and disguise kits, as well as Maces and Talons gaming sets. If you choose not to use Maces and Talons, he has proficiency in dice. He also gains other benefits from his subclass, but only the things that provide options are listed here, see the subclass details for other features.
At 4th level, His Charisma increases by 2 to a total of 18.
At 6th level he gains expertise in Stealth and Sleight of Hand.
At 8th level his Dexterity increases by 2 to a total of 17.
At 10th level his Charisma score maxes out to 20.
At 12th level he takes the Observant feat, and increases his wisdom to 14.
At 16th level his Dexterity score increases by 2, to a total of 19.
At 19th level he takes the Defensive Duelist feat.
He gains all other features of the rogue class and mastermind subclass.
Alvin the Treacherous (Barbarian Berserker)
Alvin used to be a member of the tribe of Berk, but was cast out and leads a tribe of outcasts living on Outcast island. Use statistics for a Berserker for Alvin.
Savage
Savage is an outcast, residing primarily on Outcast Island. He isn’t the smartest, but he is angry about being exploited and pushed around. He generally serves as an underling to someone who promises him power. He serves under Alvin, as well as Dagur. At one point during Era 2, Savage tries to take over the Berserker tribe, nearly succeeding, but is then thrown in prison. You can use the statistics for a guard or a berserker for Savage.
Drago Bludvist (Ranger Monster Tamer)
Drago Bludvist is a ruthless man, covered in scars with a raspy, harsh voice. He is also missing one of his arms due to a dragon bite, and so wears a fake arm that hangs at his side. He discovered a way to control or dominate dragons with actions and forceful voice commands. He is Lawful Evil, and commands a vast army of men and dragons, including a legendary Bewilderbeast who he uses to control other dragons.
He is a human Ranger of the Monster Tamer subclass (included in this compendium). He
wields a pike, though he prefers to let others do his dirty work. He has only one arm, and is heavily scarred, giving him advantage on Intimidation checks, but disadvantage on Persuasion checks. He has a dragon-scale cloak that can be used as a reaction to make him immune to fire damage. His background is Pirate.
At 1st level he is proficient in Athletics, Animal Handling, Perception, Survival, Persuasion, and Intimidation, navigator’s tools, and ocean vehicles. He speaks Common, Giant, and Draconic.
First level Drago
Hit points: 11
Armor Class: 14 (Scale Armor)
Str: 16
Dex: 11
Con: 13
Int: 9
Wis: 15
Cha: 14
His favored enemy is dragons. His favored terrain is coastal.
At 2nd level he chooses Dueling as his fighting style, and gains spellcasting.
At 3rd level he chooses Monster Tamer as his ranger archetype.
At 4th level he increases his wisdom score by 1 to a total of 16, and his constitution score by 1 to a total of 14.
At 6th level he chooses humans and orcs as new favored enemies (and learns to speak Orc), and arctic as a favored terrain.
At 8th level, he takes the Great Weapon Master feat.
At 10th level, he chooses mountain as his favored terrain.
At 12th level, his Wisdom score increases by 2 to a total of 18.
At 14th level, he chooses monstrosities as his favored enemy (or another choice which more reflects what you encounter in your game).
At 16th level he maxes out his Wisdom score to 20.
At 19th level he increases his Strength score by 2 to 18.
Grimmel the Grisly
Grimmel is a sort of antithesis to Hiccup. He believes that humans are superior to dragons, and that dragons in general are a threat to be eliminated. He loves to hunt night furies in particular, and has killed many of them. He is chaotic evil. He commands six deathgripper dragons which he drugs into obedience with a drug he makes from their own venom. Four of the deathgrippers carry him on a large flying platform which is equipped with ballistae and many tools for trapping dragons. He treats the hunt like a game, with very little regard for anyone who gets in his way.
He is a human Ranger of the Hunter subclass, his background is Folk Hero. He wields a hand crossbow with bolts poisoned with deathgripper venom. Most of the time he uses his deathgrippers for the actual fighting. They are drugged with a potion derived from their own venom (see Deathgripper venom under items and games). Grimmel was older when he encountered Hiccup, and died from a fall at the beginning of Era 3.
At 1st level, he speaks Common, Dwarven, and Draconic, he is proficient in Animal Handling, Survival, Perception, Stealth, and Nature, as well as poisoner’s kits, and land vehicles. He wears leather armor, and has a light crossbow, hand crossbow, and two daggers. His favored enemy is of course dragons (particularly night furies), and his favored terrain is coastal.
At 2nd level, he chooses archery as his fighting style. He also gains spellcasting. When choosing shields for Grimmel, focus on spells that aid in archery, such as lightning arrow, and ones that aid in hunting and trapping such as locate creature. He definitely has hunter’s mark.
At 3rd level, he crosses the Hunter archetype. He chooses the Colossus Slayer feature.
When choosing which ability scores to increase, focus primarily on Grimmel’s Dexterity if you want him to be best at archery, or focus more on Wisdom if you want him to be good at tracking and hunting. This is what he focuses more on later in life. If you are using the optional feats rule, he at some point takes the Crossbow Expert feat, and the Poisoner feat.
At 6th level, he chooses humans and elves as favored enemies, learning Elvish (or another type that better reflects your game), and forest as favored terrain (again, or another terrain that better suits your game).
At 7th level he chooses the Steel Will feature, so as to be less susceptible to dragonfear.
At 10th level he chooses monstrosities as a favored enemy, or another creature type better reflecting your game.
At 11th level he chooses the Volley feature.
At 14th level he chooses sky as his favored terrain. Around this level would be when he has trained his deathgrippers and uses them for travel and fighting.
At 15th level he chooses the Evasion feature.
Krogan (Fighter Battle Master)
Krogan is a fierce fighter, neutral evil in alignment. He generally serves some higher authority, such as Drago Bludvist, but he does enjoy killing things. You can use the statistics for an assassin for Krogan, though he uses a battleaxe rather than a shortsword, and he is also proficient in animal handling, and knows dragons very well. He speaks common and draconic in addition to Thieves’ cant. He is the leader of the Dragon Flyers, being the main trainer of the singetails they use. He rides a red titan wing singetail himself.
If you need a higher-threat Krogan, you can also use the statistics for a Warlord.
Viggo Grimborn (Rogue Mastermind)
Viggo is a major enemy of Hiccup and the dragon riders during Era 2. He isn’t very strong, though he can hold his own. He is a businessman primarily, attaining power and riches through strategy and the exploitation of dragons. He speaks softly and elegantly, and values the game of competition, treating it like a friendly match of maces and talons.
You can use the statistics for an Expert (Tasha’s Cauldron of Everything) for Viggo, or an assassin, though his Intelligence would be 18.
If you were to create Viggo as a fully-fleshed character, he would be a rogue, mastermind subclass. He wears leather armor, and wields a bejeweled shortsword, later a Flaming Sword (detailed under Items and Games). His race is Human, his background is Guild Merchant. He is proficient in Maces and Talons, Deception, Insight, Persuasion, navigator’s tools, Investigation, Stealth, and Perception.
He has expertise in Persuasion and Deception. He speaks common, draconic, elvish, and dwarven. When increasing ability scores, his main strengths are Intelligence and Charisma.
At 6th level, he chooses expertise in Investigation and Perception.
Ryker Grimborn (Fighter Champion)
Ryker is Viggo’s younger, stronger brother, standing over 6 ½ feet tall. He is bald, and has an odd handlebar moustache. Viggo uses him as a captain and a bruiser. Ryker somewhat resents Viggo for the way he treats him, but he respects Viggo’s intelligence and the fact that they’re family. In Era 2, Ryker betrayed Viggo.
You can use the statistics for a Champion for Ryker, though he wields two longswords rather than a greatsword. He also wears scale mail, giving him an AC of 16, and has a dagger hidden in his boot.
The Warlords
Chaghatai Khan, Griselda the Grevious, and Ragnar the Rock are three warlords that join together to try and create a dragon army after the defeat of Drago Bludvist. They are largely unsuccessful due to the efforts of Hiccup and the dragon riders. All three wear plate armor and wield swords. Griselda is the skinniest, and so relies more on Dexterity than Strength. Chaghatai is muscular, about the size and build of Erit son of Erit. Ragnar is enormous, the size and build of Stoick. Ragnar has a more playful and friendly nature than the other two. You can use statistics for a Warlord for all three. Warlords are CR 12, so if you need something lower you can use a Knight (CR 3), or a Champion (CR 9).
Dragon Riders
Hiccup Horrendous Haddock III (Drakewarden Ranger)
Hiccup is the main character of the HTTYD series. He develops an incredible passion for dragons at the end of Era 1 when he strikes down, then befriends a night fury he soon names Toothless. He then saves the entire berkian tribe from a Red Death, and inspires them to befriend dragons, ending an era of viking and dragon war in his tribe.
Before Hiccup finds Toothless, use stats for a commoner for him. He works in Gobber’s smithy where he learns leatherworking and smithing. After he finds Toothless, he gains his first level as a ranger, of the Drakewarden subclass. His background is Folk Hero. He is proficient in Animal Handling, Survival, Perception, Nature, Stealth, light armor, medium armor, shields, simple weapons, martial weapons, leatherworker’s tools, smith’s tools, and sea vehicles. He speaks Common, Draconic, and Elvish.
First Level Hiccup
Hit Points: 8
Armor Class: 14 (Studded Leather Armor)
Str: 9
Dex: 15
Con: 11
Int: 14
Wis: 16
Cha: 13
Hiccup generally avoids fighting for himself, using Toothless and planning strategy. When he does fight he uses a dagger or a shortsword. His favored “enemies” are Dragons, as well as humans and orcs. Unlike many other rangers though, Hiccup does not track dragons to kill them but to study them, and free them if they’re in danger. His favored terrains are Coastal and the Sky (see Classes and Subclasses, Sky Terrain).
At 2nd level he chooses the Defense fighting style.
He also gains spells at 2nd level, Spell save DC 12, +4 to hit with spell attacks.
At 3rd level, he chooses the Drakewarden ranger archetype, gaining Toothless (a short wing Night Fury) as his drake companion.
At 4th level, his wisdom increases by 2 to a total of 18.
At 6th level, he chooses fiends as another favored enemy learning Infernal. He also chooses forests as another favored terrain.
At 7th level, Hiccup gains resistance to fire damage.
At 8th level, he takes the Mounted Combatant feat.
At 10th level, he chooses arctic as an additional favored terrain.
At 11th level, he gains a fire drake’s breath. At this point start using Broad Wing Night Fury as Toothless’ stat block.
At 12th level, he takes the Inspiring Leader feat.
At 14th level, he chooses undead as his final favored enemy.
At 15th level, start using a Titan Wing Night Fury for Toothless’ stat block.
At 16th level, his Wisdom score increases again by 2, to a total of 20.
At 19th level, his Dexterity score increases by 1 to a total of 16, and his Constitution increases by 1 to a total of 12.
Toothless
Use a short wing Night Fury stat block for Toothless during Era 1, broad wing during Era 2, and titan wing during Era 3.
If you want to flesh out Toothless as a character, use the following.
At 1st level, Toothless is Large. He is proficient in Stealth, Acrobatics, and Intimidation.
Hit Points: 9
Armor Class: 14 (natural armor)
Str: 14
Dex: 17
Con: 12
Int: 8
Wis: 11
Cha: 13
At 2nd level, he gains a flying speed of 40 ft.
At 3rd level, he chooses the Strike subclass gaining proficiency in Dex saves and Athletics.
At 4th level, his Dexterity increases by 1 for a total of 18, and his Charisma increases by 1 for a total of 14.
At 8th level, he takes the Sharpshooter feat.
At 10th level, he chooses the Breath Weapon specialty from the Strike class, and his flying speed is now 60 ft.
At 12th level, his Dexterity increases by 2 to a total of 20.
At 16th level, his Constitution increases by 2, to a total of 14.
At 19th level, he takes the Mobile feat, making his flying speed 80 ft., and his walking speed 40.
All other features, traits, etc. for Hiccup and Toothless are chosen automatically.
Astrid Hofferson (Fighter Champion)
Astrid is a feisty young Berkian with a violent streak. In Era 1 she puts out fires during dragon attacks. She then goes on an adventure with Hiccup and helps save the tribe from a Red Death and turn around the dragon-viking conflict. During Era 2 she is a member of the Dragon Riders with her Deadly Nadder, Stormfly. During Era 3 she and Hiccup get married, have kids, and lead the Berkian tribe.
Before she finds and bonds with Stormfly, use stats for a Soldier for Astrid. At 1st level she is a fighter. Her background is Soldier. She is a Variant Human, with the Great Weapon Master feat. She is proficient in Athletics, Intimidation, Perception, and Animal Handling, Stealth, all armor, simple and martial weapons, Strength and Constitution saving throws, Maces and Talons, and sea vehicles.
First Level Astrid
Hit Points: 11
Armor Class: 14 (Studded Leather Armor)
Str: 16
Dex: 14
Con: 12
Int: 10
Wis: 14
Cha: 8
At 1st level she chooses Great Weapon Fighting as her fighting style. She wields a Greataxe.
At 3rd level she chooses the Champion archetype.
At 4th level she gains the Medium Armor Master feat, and starts using Half Plate armor. This increases her AC to 17.
At 6th level she gains the Mounted Combatant feat.
At 8th level her Dexterity increases to 16, making her armor class 18.
At 10th level she chooses the Dueling fighting style.
At 12th level she gains the Sentinel feat.
At 14th level she gains the Martial Adept feat, taking the Parry and Disarming Strike maneuvers.
At 16th level her Strength score increases to 18.
At 19th level her Strength score maxes out at 20.
All of her other features and traits are determined by what is stated above in the rules.
Stormfly (Tracker class Deadly Nadder)
Stormfly is Astrid’s deadly nadder. You can use statistics for a short wing or broad wing for stormfly. For a full dragon character, use the following.
Stormfly is a basic deadly nadder, with the wild dragon origin. At 1st level she is proficient in Survival, Perception, Acrobatics, and Athletics.
At 3rd level she chooses the Tracker subclass, and gains proficiency in Investigation and Stealth. She also gains the Keen Hearing trait.
When determining which ability scores to improve for Stormfly, focus mainly on Dexterity, with Wisdom as a second priority. At some point Stormfly takes the mobile feat, if you are using the optional feats rule.
At 6th level she gains the Protection fighting style.
At 14th level she chooses smell as her Tracker Elite sense.
Fishlegs Justin Ingerman (Wizard School of Dragons)
Fishlegs is a bulky, awkward, nerd of a man with a love of dragons. He is one of Hiccup’s closest friends, and is very loyal to dragons and to his friends. During Era 1 he helps put out fires on Berk, until he flies with Hiccup and helps defeat the Red Death. During Era 2 he flies with the dragon riders on his trusty brown gronckle named Meatlug. During Era 3, he lives on New Berk, and is married to Ruffnut Thorston. He also grows a prodigious handlebar mustache.
During Era 1 you can use the stats for a commoner for Fishlegs. At 1st level he becomes a wizard. His race is human, his background is Viking (included in this compendium). He is proficient in Intimidation, Athletics, History, and Arcana, as well as navigator’s tools, water vehicles, and all the weapons and armor included in the wizard class and the Viking background. He speaks Common, Sylvan, and Draconic. He wields a dagger or a shortsword, and uses something as an arcane focus, because who the heck wants to deal with components pouches. When choosing spells for Fishlegs, focus on his love of knowledge and of dragons. He would also have a fair number of ranged combat spells, since he flies with the dragon riders. Fishlegs has a very high Constitution, and decent Strength. His Dexterity is low, as is his Charisma. His Wisdom is around average, though his Intelligence is very high.
At 2nd level he chooses the School of Dragons arcane tradition, which is included in this compendium.
When choosing ability score improvements for Fishlegs, focus primarily on Intelligence, followed by Constitution. If you are using the optional feats rule, Fishlegs might take the Tough feat, or no feats.
At 6th level, he chooses fire as his elemental affinity.
Thor Bonecrusher
Twice during Era 2, Fishlegs was hypnotized into thinking he was some powerful hero named Thor Bonecrusher. Thor has the same statistics as Fishlegs, but his Dexterity, Strength, and Charisma all increase to 19. Thor also is proficient in Acrobatics, and takes several levels in the fighter class, champion subclass. You can use the statistics for a Champion for Thor Bonecrusher, but increase his Dexterity and Charisma to 19, increase his Constitution to 18, give him proficiency in Acrobatics, and he wears leather armor rather than plate. Thor can be used as a funny side-character, or the players could be assigned to try and get Fishlegs back in his right mind. What turned Fishlegs back in the first place was being afraid for the safety of his beloved meatlug. The second time Fishlegs was hypnotized, Thor had very little conscience and ended up joining and leading a group of bandits. In this case, Thor could be used as an interesting villain.
Meatlug. Meatlug is Fishleg’s brown-scaled gronckle. You can use statistics for a broad wing or short wing for Meatlug. To flesh her out as a character, use the following.
Meatlug is a gronckle of the dragon class. At 1st level she is proficient in Intimidation, Perception, Athletics, Investigation, and Survival.
At 3rd level she chooses the Boulder subclass.
When increasing ability scores for Meatlug, focus primarily on Constitution, then on Strength. A good feat for Meatlug would be the Tough feat, or the Crusher feat.
Snotlout Gary Jorgenson (Fighter, Cavalier)
Snotlout isn’t the smartest of the dragon riders, but he is strong, bold, and brave. He isn’t very tall, and definitely has small man syndrome, as well as serious daddy issues. Because his dad is a pretty big jerk. But when it counts in a fight, Snotlout and his monstrous nightmare Hookfang come in handy.
During Era 1, Snotlout puts out fires on Berk with the other teenagers. During Era 2 he rides with the Dragon Riders. During Era 3, he lives on New Berk doing who knows what. Probably competing with Erit for Valka’s attention and approval. During Era 1 you can use the stats for a commoner for Snotlout. During Eras 2 and 3, use stats for a Knight.
At 1st level, Snotlout is a fighter. His race is human, his background is Viking (included in this compendium). He is proficient in Intimidation, Athletics, Animal Handling, and Perception, as well as navigator’s tools, sewing, and water vehicles. He speaks Common and Dwarvish. He wields a greataxe, and wears chain or scale mail. He chooses the Great Weapon Fighting style. Snotlout has fairly low Intelligence, Charisma, and Wisdom. His Dexterity is average, his Strength is high, and his Constitution is high as well.
At 3rd level, he chooses the Cavalier archetype (Xanathar’s Guide to Everything), and learns to speak draconic.
When determining ability score improvements for Snotlout, focus on Strength and Constitution. He may also take a level or so of Barbarian. If you are using the optional feats rule, Great Weapon Master, Mounted Combatant, Savage Attacker, or Sentinel would all be good options for Snotlout.
Hookfang
Hookfang is Snotlout’s Monstrous Nightmare. He and Snotlout fight and tease each other quite a bit, but they love and are loyal to each other. You can use stats for a short wing or broad wing for Hookfang. To flesh out Hookfang as a character, use the following.
Hookfang starts with proficiency in Intimidation, Athletics, Acrobatics, and Perception.
At level 3, he chooses the Stoker subclass.
When choosing ability score improvements for Hookfang, focus on Constitution and Dexterity. If using the optional feats rule, Elemental Adept (fire), Savage Attacker, or Sentinel would be good options for Hookfang.
Ruffnut Eugene Thorston (Rogue trickster)
Ruffnut is the twin of Tuffnut, and they are rarely ever separated. Ruffnut is often mistaken for a man. She has an ungainly appearance, and is rather gross and smelly. She is very loyal to Tuffnut, and the two make a deadly team while riding their hideous zippleback, Barf and Belch.
During Era 1, she puts out fires on Berk with the other teenagers. You can use stats for a commoner for her. During Era 2, she flies with Tuffnut and the Dragon Riders. During Era 3, she marries Fishlegs, and has a family. You can also use statistics for a bandit for Ruffnut, though she wields a sword.
At 1st level, Ruffnut becomes a rogue. Her race is human, her background is Viking (included in this compendium). She is proficient in Intimidation, Athletics, Sleight of Hand, Deception, Investigation, and Persuasion, navigator’s tools, water vehicles, and Thieves’ Tools. She speaks Common, Thieves’ Cant, and Elvish. She wields two shortswords, and two daggers. She has expertise in Sleight of Hand, and Investigation.
At 3rd level she takes the arcane trickster archetype. When choosing spells for Ruffnut, focus on social interaction spells, and ones that would be useful in aerial combat.
When determining ability scores to increase for Ruffnut focus on Dexterity. Her Intelligence should be rather low at first, until after she takes the Mad Genius feat. Focus also on Charisma, then Intelligence.
At 6th level, she gains expertise in Persuasion and Deception.
Barf and Belch
Barf and Belch are a hideous zippleback that is ridden by Ruffnut and Tuffnut. They are so named because Barf releases the gas, and Belch spits the sparks to ignite the gas. They have very hard heads that they frequently use to ram into things. You can use stats for a broad wing or short wing zippleback for Barf and Belch. To flesh out Barf and Belch as a character, use the following.
Barf and Belch are a hideous zippleback, with the wild dragon origin, making them proficient in Survival. They are also proficient in Stealth, Perception, and Athletics.
At 3rd level they join the Mystery subclass, gaining proficiency in Investigation.
Tuffnut LaVerne Thorston (Beard Barbarian/Cleric Trickster)
Tuffnut is brother to Ruffnut, and rides the other head of Barf and Belch. He is devoted to scaring and tricking people, and has a very odd, even crazy demeanor. During Era 1, he puts out fires on Berk with the other teenagers. Use stats for a commoner for Tuffnut. During Era 2, he flies with Ruffnut and the other dragon riders. During Era 3, he “grows a beard”, and settles on New Berk doing who knows what. You can use the stats for a Berserker for Tuffnut, though he wields a gronckle iron mace which he refers to as Macy, rather than an axe. He also has a pet chicken named Chicken, who has chicks who Tuffnut also raises during Era 2.
As for leveling up Tuffnut, he is a combination of a Cleric and a Barbarian. He may be a full Barbarian, though he is devoted to Loki and to trickery. As such, I would say he takes at least two levels of Barbarian, while mostly trickery cleric. He has at least one level of Barbarian, since he demonstrated several times in the franchise a fighting rage. He has low Intelligence and Wisdom, his Strength, Dexterity, and Charisma are about average, his Constitution is high. His race is human, his background is Viking (included in this compendium). He is proficient in Athletics, Intimidation, Religion, Stealth, and Investigation, water vehicles, and navigator’s tools. He speaks Common, and somehow Spanish. He wears leather armor, and wields a mace and a shortsword.
At 1st (cleric) he chooses the Trickery domain, being devoted to Loki. When choosing spells for Tuffnut, focus on those that would aid in mischief, trickery, and sneaking. Also include spells that help in ranged and aerial combat.
At 3rd level Barbarian, Tuffnut would choose the Path of the Beard, included in this compendium. The Path of the Berserker or Path of the Zealot (necrotic damage) would also work well for Tuffnut.
When choosing ability score improvements for Tuffnut, be sure to choose the Mad Genius feat, or do so at 1st level, using the Variant Human race. Then focus on Wisdom (cleric), and Strength (Barbarian).
Barf and Belch
Barf and Belch are a hideous zippleback that is ridden by Ruffnut and Tuffnut. They are so named because Barf releases the gas, and Belch spits the sparks to ignite the gas. They have very hard heads that they frequently use to ram into things. You can use stats for a broad wing or short wing zippleback for Barf and Belch. To flesh out Barf and Belch as a character, use the following.
Barf and Belch are a hideous zippleback, with the wild dragon origin, making them proficient in Survival. They are also proficient in Stealth, Perception, and Athletics.
At 3rd level they join the Mystery subclass, gaining proficiency in Investigation.
Stoick the Vast (Barbarian Berserker)
Stoick is the Chief of Berk, and father of Hiccup Haddock. He is enormous, and wears a large fur cape. You can use a Berserker for Stoick, leveled up if needed. Though he wields a warhammer, rather than an axe. If you make him a character, his race is human, background is Viking, Class is Barbarian. His Path would be Berserker or Totem Warrior (Bear, Dragon).
Thornado
Thornado is a thunderdrum dragon that Stoick rides for a time. He has blue-colored scales, and doesn’t spend that much time in the water, and so would take the Strike subclass, rather than tidal. You can use stats for a thunderdrum short wing or broad wing for Thornado.
Skullcrusher
Skullcrusher is a rumblehorn dragon that Stoick rides after Thornado returns to the wild. He is a member of the tracker class. Use stats for a rumblehorn for Skullcrusher.
Valka (Druid Circle of Dragons)
Valka is a Berkian. She married Stoick the Vast, and is the mother of Hiccup. When Hiccup was very young, Valka was carried off by a dragon, and was believed to be dead. But, she actually joined up with the flock of dragons that carried her off. Living among them, she learned much about dragons, and she even gained some command over the members of the flock. She is skinny, like Hiccup. You can use stats for a Druid or Archdruid for Valka. She wields a special quarterstaff with hooks on both ends like a pike. She also wears a freaky cool mask with horns. As a character, her race is human, her background is outlander, and her class is Druid. Her Druid circle is the Circle of Dragons (included in this compendium). She rides a Stormcutter named Cloudjumper.
Cloudjumper
Cloudjumper is the same Stormcutter that attacked the Haddock household, giving Hiccup the scar on his chin, and carrying away Valka. Cloudjumper is part of the Sharp class. Use stats for a Stormcutter for Cloudjumper.
Heather (Rogue/barbarian)
Heather is a raven-haired young woman about Astrid’s age. She at first double-crossed the Berkians for her own gain, but then became fast friends with them. She even dated Fishlegs for a time. She tends towards the good, but often does so using questionable methods. She later learns that she is Dagur’s sister, and a meet of the Berserker tribe. As a character, her race is human, her background is urchin or criminal. Her class starts out as Rogue, but as she embraces her heritage as a Berserker and Dagur’s sister, she takes more levels of Barbarian. She wields a double-sided battleaxe that can be thrown. She is also proficient in cook’s utensils and makes some great food. She rides a razorwhip named Windshear. She uses some of Windshear’s scales to make herself armor.
Windshear
Windshear is a razorwhip that Heather rescued after being injured in a fight against a Typhoomerang. Windshear is a member of the sharp subclass. Use stats for a razorwhip for Windshear. Because she shares a bond with a razorwhip, Heather relates and gets along well with the Wingmaidens.
Gobber the Belch
Gobber the Belch is a smith with a peg leg and an interchangeable hand with many different tools (including a mug, hook, tongs, etc.). He is best friends with Stoick. Use stats for a Veteran for Gobber, who is also proficient in smith’s tools, medicine, and history. To create Gobber as a character, he would be an Artificer.
Grump
Grump is a hotburple that originally lived around the base of operations of Viggo Grimborn and the dragon hunters. Grump are the scrap metal their until Gobber showed up and offered Grump kindness. Grump then rescued Gobber and the dragon riders, and came home with them. Grump is very lazy. Gobber uses him to fire the forge at his shop. Use stats for a Hotburple for Grump.
Eret, son of Eret
Eret son of Eret was a dragon trapper with his own fort, ship, and crew. He trapped dragons and sold them to Drago Bludvist for his army. Valka’s Bewilderbeast destroyed his fort, and he was then kidnapped by the dragon riders. He is very muscular, and a skilled trapper. His race is human, his background is outlander (trapper), and his class is ranger, though he is stronger than he is dexterous. Ruffnut was enthralled with Eret and his biceps when they first met, but he rejected her affections. You can use stats for a Thug or a Gladiator for Eret, though he does not use a shield. After Stoick was killed by Drago Bludvist, Eret began riding Skullcrusher.
The A Team, Team Astrid
The dragon riders of Berk often spend time off-island, but there is a reserve of riders that stays on the island to patrol and defend. It includes:
Gustav Larkin, a skinny young kid and his monstrous nightmare named Fanghook. Use stats for a guard for Gustav, short wing or broad wing for Fanghook.
Gothi, a healer who rides a gronckle. Use stats for a priest for Gothi, short wing or broad wing gronckle for her dragon.
Spitelout Yorgensen (Snoutlout’s dad) who rides a deadly nadder. Use stats for a berserker for Spitelout, short wing or broad wing nadder for his dragon.
Bucket and Mulch who ride a hideous zippleback named Whip and Lash. Bucket wears a metal bucket on his head always. Use stats for a Pirate Bosun for Bucket and Mulch, who are fishermen with their own boat, short wing or broad wing zippleback for their dragon.
Sven who also rides a monstrous nightmare. Sven is a sheepherder, who is eccentric, keeping his sheep in his own house, often dancing with them. Use stats for a commoner for Sven (but give him a shortsword or a quarterstaff), and short wing or broad wing nightmare for his dragon.
Miscellaneous NPCs
Berkians- The people of Berk are a varied group of Vikings (see Viking under non-draconic monsters for suggested statistics). They have lived on the island of Berk for several generations. They are a stubborn lot, with a not-so charming demeanor and ample girth. During Era 1, they fought dragons and killed many of them, trying to protect their livestock and themselves. But Hiccup showed them that dragons can be befriended, and they became a dragon-loving and dragon-riding people. At the beginning of Era 3, they left Berk due to the threat from the Warlords, and Grimmel the Grievous and relocated to New Berk, a beautiful island with incredibly high cliff sides. Shortly afterwards the dragons left with Toothless to the Hidden World. But the Berkians still hold dragons close to their hearts, demonstrating it in their architecture, clothing, and customs.
Berserker Tribe- The Berserker tribe was lead by Oswald the Agreeable, before he left under mysterious circumstances, and was presumed dead. Everyone assumed that Dagur his Deranged son killed him in order to become chief, but Oswald actually ended up stranded on Vanaheim, helping the Sentinels stop Grim Gnashers from attacking and eating senile and dying dragons. Dagur and his sister Heather are wild and crazy, hence the Berserker name. But most of the Berserkers actually have a very calm demeanor, speaking in monotones and rarely getting excited. Except when they enter battle.
Defenders of the Wing- The Defenders of the Wing live on the island Caldera Cay, home of an Eruptodon. They wear black leather armor, often covered in Eruptodon saliva to make them resistant to heat. They use blowguns tipped with poison that knocks its victims unconscious. Trespassers on their island will find it difficult to get anywhere without being knocked out from hidden places in the trees. The Defenders of the Wing have their own religion based on the Eruptodon as their great protector, since it eats the lava that otherwise would overwhelm and burn their home. You can use stats for a Scout for most Defenders, but they are resistant to fire damage. Their blowguns require a DC 15 Constitution saving throw, or the victim falls unconscious. They are also proficient in Acrobatics. See also Defender of the Wing under Backgrounds.
Throk
Throk is a devout Defender of the Wing. He has a special relationship with the Eruptodon, and is Queen Mala’s personal bodyguard. He is incredibly skilled, using a massive greataxe with a reach of 10 ft., as well as one of the Defender’s traditional poisoned blowguns. At one point, he falls in love with Ruffnut and seeks her hand in marriage, though she ends up rejecting him. Even though he was definitely a better match for her than Fishlegs. You can use the stats for a champion for Throk, though he wears studded leather armor rather than plate, a greataxe (again, with reach) rather than a great sword, and a poisoned blowgun rather than a shortbow.
Queen Mala
Mala is the sovereign queen of the Defenders of the Wing. She is generally solemn, and holds great reverence for her responsibility to her people, and for the Great Protector, the eruptodon that protects her people from the lava of the volcano they live on. Eventually, she marries Dagur the Deranged, forming an alliance between the Defenders of the Wing, and the Berserker Tribe. If you need statistics for Queen Mala, use the following. The languages can be freely adjusted based on languages common in your campaign.
Dragon Flyers
Dragon Flyers work under their commander Krogan. They each fly a singetail dragon who has been chained and forced into servitude. Some have shields, and most have a short whip they use to control their singetail. Most of them work for pay, and are mercenary types. They generally don’t do much fighting, the singetails do the work. Since their mounts are captives, if you are able to knock the dragon flyer off, the singetail will flee.
Dragon Hunter
Gruffnut Thorston (charlatan)
Gruffnut is Tuffnut and Ruffnut’s cousin. He looks almost identical to Tuffnut, and Tuffnut nearly worships Gruffnut as a hero and role model. Though this is mostly fed by Gruffnut’s lies about his heroic exploits. Eventually Tuff does realize that Gruff is a liar and a scoundrel. You can use stats for a Spy for Gruffnut.
Outcasts- the Outcasts are a tribe that live on a barren, rocky island. They tend to be vulgar and brutal. Their leader is Alvin the Terrible. You can use statistics for a Berserker for most Outcasts. During Era 1, they do not have a cordial relationship with Berk, but a mutual but shaky truce. During Era 2, the dragon riders help out the Outcasts, and Berk becomes allies with the Outcasts.
Soldiers of Drago- Drago Bludvist has a large army of humanoids, augmented by dragons (particularly armored thunderclaws). His soldiers use blowguns with a special poison that can knock a dragon out, though it usually takes hits from multiple darts. A creature hit by one of these darts must succeed a DC 12 Constitution saving throw or fall unconscious for 1 minute. The save DC increases by 1 for each dart they are hit by. Other than the blowgun, you can use statistics for a soldier for Drago’s men. Many of them wear cowls that resemble the head of a polar bear.
Viking- Vikings refer to a wide variety of peoples. For those that inhabit villages and do not fight, use stats for a Commoner (Basic Rules), but give them a shortsword rather than a club. Even Vikings that don’t fight are never too far from a blade.
For most Vikings that fight, use the stats for a Berserker (CR 2), or for a Bandit (CR ⅛)(Basic Rules). They generally have helmets decorated in horns, and wear heavy furs. If it is an old retired Viking, use stats for a Veteran (Basic Rules).
Vikings can also be religious. For religious leaders that would normally be found at a Norse temple, use stats for a Priest (Basic Rules).
Wingmaidens
Wingmaidens reside on Wingmaiden Island, where no males are allowed. They are devoted followers of Freya, who they believe gave them a solemn and sacred mission to protect the hatchling razorwhips from males razorwhips who would kill them. Baby razorwhips are born blind, and until they are able to make it on their own, they bond themselves to a wingmaiden. They hold to the wingmaiden’s back and carry her in flight. They wear armor reinforced with razorwhip scales.
Their leader is named Atali. She is a solemn, wise, and devoted leader. See Wingmaiden under Backgrounds as well.
Backgrounds
Viking
You are a warrior, no matter your true profession. Even the breadmaking and small-home repair vikings can be fierce warriors. You are at home on the sea and on a boat. Your people rove the seas searching for fishing or places to loot and plunder.
Vikings usually are somewhat devoted to some norse god, and believe that dying in battle is the most honorable and noble way to go. Many tribes of vikings are pirates, plundering seaside villages and other seafarers. Some tribes however have settled into their own seaside villages and spend their efforts on trade and fishing. They are always ready to defend their home and families to the point of excessive stubbornness.
Skill Proficiencies: Athletics, Intimidation
Tool proficiencies: Navigator’s tools, Vehicles (water), battleaxes, shortswords, shields
Equipment: A warm coat, an iron helmet with a set of horns on it, a set of common clothes, a pouch containing 15 gp, and your choice of a shield, weapon you’re proficient with, or a holy symbol
Feature: Home tribe
You have a home tribe with a welcome place you can stay, and access to ships you can negotiate for passage on. You may have family and friends in your tribe, and you may have business connections or property you own. As a variant, you may have been exiled or run away from your tribe. In which case you may not be welcome back home, or they may permit you to stay for a single night as long as you leave in the morning.
Norse Devotion
Do you align yourself and your devotion to a particular deity? To determine which deity you can roll a d20 on the list of norse gods (found in Appendix B of the Players Handbook), or choose one yourself. You may also not be particularly devoted to a single deity, but honor the pantheon in general, perhaps asking specific gods for particular favors. Your devotion to deity may strongly influence your alignment and your ideals.
Suggested Characteristics
Some vikings are fierce warriors that come alive in battle. Some enjoy the loot and plunder they obtain by piracy. Some simply enjoy being on the sea. Whether you are a homemaker, a sailor, a pirate, or a fisherman, viking strength runs in your veins.
D6 Personality Trait
1 I like to argue, even when I’m wrong
2 I love the sea, the spray in my face and the smell of salt in the air
3 I often share bits of nonsensical but occasionally useful wisdom, acting like it comes from the gods
4 I have pride in my family name and will defend anyone who dares insult it
5 I have never really liked the ferocious tenets of my people, instead wishing for more peace
6 I love combat, it makes me feel alive and I am anxious to prove myself a worthy warrior
D6 Ideal
1 Glory of Battle. Any death that is not in the glory of battle is an unworthy death. (any)
2 Community. Tribe and family and loyalty to them matter above nearly anything else. (lawful)
3 Exploration. Discovering new lands and exploring unexplored places is the most honorable of pursuits. (any)
4 Knowledge. Learning about people, cultures, and nature is the most valuable thing a person can do. (neutral)
5 Might. The strongest are meant to survive and rule. (evil)
6 Trickery. Making people laugh is valuable to everyone, even if some are angry about it. (chaotic)
D6 Bond
1 My tribe is small, and it is my duty to protect them
2 I have a family at home that comes first
3 I had a boat but lost it, or I am trying to build/buy my own boat
4 I believe a god has given me a task that I must complete about all else
5 I’m trying to impress someone I admire with glorious deeds
6 I seek revenge on the person who killed a family member
D6 Flaw
1 I refuse to back down, even if I’m clearly going to lose
2 I can’t resist an opportunity to loot and plunder
3 I would do anything for my favorite exotic food
4 I’m overly aggressive, often getting into bar fights, etc
5 I think I’m way better at things than I actually am
6 I have terrible social skills, often insulting people when I don’t mean to
Trapper
For a trapper, use the Outlander background with these alterations:
-Instead of proficiency in a musical instrument, you are proficient in Carpenter’s tools.
-Rather than the Wanderer feature, you have the following feature: You know how to create reliable traps for wild creatures. Choose one type of creature you generally trapped (generally beasts, dragons, or monstrosities). With 1 hour of time, proper materials, and a successful Intelligence check you can create a non-magical trap. The DC for you to create the trap is 12, but can be decreased or increased by your DM based on the complexity of the trap. You have advantage on the check if you have trapped the kind of targeted creature before. The DC for a creature to notice, or to escape from the trap is 8 + your Wisdom or Intelligence modifier (your choice) + your proficiency bonus.
Wingmaiden
prerequisite: female
You either grew up or came upon the island of the Wingmaidens and were welcomed into their ranks. You learned their ways, gained respect for dragons, and bonded with at least one razorwhip hatchling.
Thousands of years ago the razorwhips nearly went extinct because the males would often kill the hatchlings of rivals. To save the beautiful species, Freya herself charged the first Wingmaidens with protecting the dragons. You continue this sacred tradition.
Skill Proficiencies: Animal Handling, and your choice of either Religion or Acrobatics
Tool proficiencies: Medium armor, spears
Equipment: A set of half-plate made of razorwhip scales (basic half-plate), a spear or pike, a set of common clothes, a grooming kit, a keepsake from your time on the island or from your childhood, and a pouch containing 10 gp.
Feature: Bond of the Razorwhip
Because of your time with razorwhips, you have advantage on checks to interact with razorwhips, and on Intelligence checks to recall information about them. You also have your own razorwhip hatchling which is bonded to you. It generally rides on your back and can carry you with ease in flight. The hatchling is generally returned to the wild once it can fend for itself (usually the first 6-10 months after hatching), especially if you are to continue your mantle as a wingmaiden. Under the discretion of your DM, the razorwhip may decide to remain with you as it grows into adulthood. If your razorwhip is returned to the wild, you can return to Wingmaiden island to receive another. Most wingmaidens are not adventurers, but remain on the island to protect their charges. If you choose to go adventuring with a young razorwhip, the wingmaidens may disavow you, especially if the young dragon is hurt in any way.
Suggested Characteristics
Some wingmaidens are calm and respectful caretakers, some have strong religious devotion, love dragons, or are fiesty defenders of the weak.
D6 Personality Trait
1 I am respectful and careful with all creatures and people
2 I love to fly, the wind in my face gives me a thrill I live for
3 I am anxious to prove myself to those around me, especially those I see as superiors
4 I have great pride in the strength of women, and will fight for the respect I and all women deserve
5 I miss having men around, and might just throw myself at the first man, or first dozen men, I see after leaving
6 I love animals and dragons. People I can do without
D6 Ideal
1 Preservation of Life. Any living creature deserves to be protected, and I will fight those who try to kill. (good)
2 Devotion. I have a sacred responsibility given me by divinity, and I will fulfill it. (lawful)
3 Defend the Weak. There are those that cannot protect themselves. I will do so for them, and may blame myself if I fail. (good)
4 Tradition. My ancestors and predecessors held great traditions that deserve to be continued. (lawful)
5 Aspiration. I seek to prove myself worthy of my god’s trust, as well as that of my superiors. (any)
6 Enjoyment. Sure there are things that have to be done, but we should have fun doing them, and the rest of the time too. (chaotic)
D6 Bond
1 I owe my life to my fellow wingmaidens, especially the one that took me in
2 My armor and weapons are gorgeous, and I polish them every night
3 I have a family that I left to serve as a wingmaiden, but I will return to them
4 I love dragons, and would do anything to protect them
5 I’m trying to impress someone I admire with glorious deeds
6 I seek to redeem myself for failing to protect a previous charge
D6 Flaw
1 I impetuously make decisions while trying to prove myself
2 I am really bad at interacting with men or, I hate men
3 I have no use for humor or levity and look down on those who use it
4 I’m often too busy playing to get work done
5 I blame myself for anyone who gets hurt around me
6 I blindly trust others who also have faith, especially if they worship the same deity I do
Defender of the Wing
You hail from the island of Caldera Cay, home of an Eruptodon dragon. You are a friend to dragons, and generally refuse to ride, harm, or mistreat them in any way. Defenders of the Wing are adept warriors, accustomed to defending their island and their way of life.
Skill Proficiencies: Religion, Stealth
Tool proficiencies: blowguns, pikes and spears, light armor
Equipment: A set of black leather armor, a blowgun and 15 darts, a set of common clothes, an Explorer’s Pack, a keepsake from your time on the island or from your childhood, a pouch of dried sagefruit, and a pouch containing 10 gp.
Feature: Dragonfriend
You are accustomed to some dealings with dragons. You know how to approach most dragons without being perceived as a threat. This does not apply to dragons that are evil aligned.
Feats
Suggested Feats for Dragons: Alert, Charger, Dungeon Delver, Durable, Lucky, Mage Slayer, Magic Initiate, Mobile, Resilient, Savage Attacker, Sentinel, Sharpshooter, Skulker, Tough
Mad Genius (in honor of Ruffnut and Tuffnut)
Prerequisite: Intelligence score of 9 or lower
You have very little practical knowledge, but every once and a while you have extensive knowledge about particular subjects. You gain the following benefits:
- Whenever you would make an intelligence check, roll a d20. On a 19 or 20, you know practically everything there is to know about the subject, including things that may be undiscovered. If you roll any other number, you know absolutely nothing about the subject. If you roll a 1, you think you know some things about it, but they are completely wrong.
- You have advantage on Intelligence and Wisdom saving throws.
Elemental Breath
Prerequisite: breath weapon feature
Creatures that are resistant to the damage type of your breath weapon are not resistant to your breath weapon. In addition, if you roll a 1 on a damage die for your breath weapon, you can treat that 1 as a 2.
Sharp Claws
Increase your Strength or Dexterity score by 1, to a maximum of 20.
The damage die of your natural weapons increases by 1 (1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12). You can take this feat multiple times, but the damage die of your natural weapons cannot increase above 1d12 with this feat.
Classes and Subclasses
The Sky Terrain (optional rule)
Since most dragons fly, one of the “terrains” they are commonly found in is the sky. If your DM allows it, you can use these rules which specifically apply to Rangers, and Circle of the Land Druids.
You are considered to be “in the sky” if you are at least 500 ft. above the surface of the land or water, or if you are even with or above the level of the cloud cover (this does not apply to abnormally low clouds such as fog or magically summoned clouds).
For rangers: it is nearly impossible to track creatures that travel through the sky. If the sky is your favored terrain, you have the ability to track creatures on the ground even from great heights, as long as your view of the ground is unobscured.
Circle of the Land Druid spells
Sky
| Druid Level | Circle Spells |
| 3rd | gust of wind, skywrite |
| 5th | fly, gaseous form |
| 7th | dimension door, storm sphere |
| 9th | control winds, steel wind strike |
Wizard School of Dragons
The School of Dragons is full of wizards who either hate, or love dragons and dragonkind. They draw into themselves the power and ferocity of dragons through their spells. They know as much about dragons as they do arcana.
Dragonkin
Beginning when you select this school at 2nd level, you learn to read, speak, and write Draconic if you do not know it already.
Book of Dragons
Also at 2nd level, you gain a Book of Dragons to accompany your spellbook. This book has information on the 10 metallic and chromatic dragons concerning their weaknesses, abilities, breath weapons, etc. If playing in the Barbaric Archipelago, it also includes the 5 well-known dragons from Era 1: Deadly Nadder, Gronckle, Monstrous Nightmare, Terrible Terror, and Hideous Zippleback. Information about other dragons that you encounter, have encountered, or learn about in your adventures can also be added to the book. As an action, you can access information about a particular species of dragon, gaining insight into their defenses and abilities. This does not give you meta-game data such as armor class, hit points, or ability scores, but it does tell you resistances or immunities, abilities, proficiencies, and other information your DM sees fit to give. In addition, both your spellbook and book of dragons are immune to fire, acid, cold, poison, and lighting damage.
Elemental Affinity
Starting at 6th level, you gain an affinity to one type of draconic element. Choose one: lightning, fire, cold, poison, or acid (optional additions: thunder, radiant, force, necrotic, psychic). You now have resistance to that type of damage. In addition, your spells of that type are more potent. When you cast a spell that does that type of damage, you may add your intelligence modifier to the damage of the spell.
Dragon Dealings
Starting at 10th level, you have advantage on all intelligence and charisma checks to interact directly with a dragon or dragon-kin. You also have advantage on saving throws to avoid being charmed or frightened.
Dragon Spells
Starting at 14th level, your dragon-related spells are more powerful. These are specific dragon-related spells included: Acid Splash, Poison Spray, Burning Hands, Absorb Elements, Dragon’s Breath, Lightning Bolt, Elemental Bane, Locate Creature (only if the creature is a dragon), Cone of Cold, Prismatic Spray, Illusory Dragon, and True Polymorph (to turn something into a dragon). When you cast one of these spells, the duration (unless the duration is instantaneous or until dispelled) and range are doubled, and the damage increases by 1 damage die.
Druid Circle of Dragons
Druids of the Circle of Dragons embrace the wild nature of Dragons and Dragonkind, taking upon themselves their abilities. Some hunt dragons to protect others, some study dragons out of pure interest, and some work alongside dragons for various purposes. They may ride on the back of a dragon, hunting their prey, they may imitate a dragon for months to get close to them. These druids embody the strength and power of dragons.
Dragonspeak
When you choose this circle at 2nd level, you learn to read, speak, and write Draconic.
Dragon’s Element
Starting at 2nd level, you gain affinity to a particular element associated with a dragon’s breath weapon. Choose a particular damage type: acid, fire, cold, poison, or lightning (optionally: radiant, necrotic, thunder, force, psychic). You gain resistance to that particular type of damage, and advantage on saving throws to avoid taking that type of damage.
This choice also affects later Circle features.
Circle Spells
Your mystical connection to dragons infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the abilities of dragons.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
| 3rd | mage armor, cause fear |
| 5th | aganazzar’s scorcher, dragon’s breath |
| 7th | fly, lightning bolt |
| 9th | elemental bane, cone of cold |
Draconic Wild Shape
Starting at 6th level, you can expend two uses of Wild Shape at the same time to transform into a dragon wyrmling, metallic, chromatic, or gem, rather than a beast. Your DM may choose to expand this to any dragon with a challenge rating of 3 or less. If the dragon has the same type of breath weapon as the damage resistance you chose at 2nd level, the save DC becomes your spell save DC rather than the one listed, and you have advantage on rolls to recharge your breath weapon.
Dragon Ward
When you reach 10th level, you have advantage on saving throws against being frightened, and you have advantage on any saving throw a dragon causes you to make. You also have advantage on intimidation checks.
Breath of the Dragon
When you reach 14th level your connection to dragons becomes innate, and can be bestowed on others. You may cast the dragon’s breath spell at will, using the damage type you selected at second level.
Ranger: Monster Tamer
While most rangers seek to destroy threatening monsters, monster tamers seek to use the might of the monsters they hunt. They are not above slaying creatures they are unable to dominate, but prefer to control rather than destroy.
This subclass was designed as a villain subclass, but it could also work for a PC in a party of 1-2.
Tamer
3rd-level Monster Tamer feature
When you choose this archetype at 3rd level, you gain proficiency in animal handling if you do not already have it.
In addition, you can use an action to attempt to exert your will over a creature that is one of your favored enemies. If a creature is aggressive, you can attempt to calm it with your Charisma (intimidation) check, versus their Wisdom saving throw. You can also make your Intimidation or Persuasion checks using your Wisdom score, rather than Charisma. On a failure, they do not take the Attack action on their turn, nor do they cast any aggressive spells. If they are attacked again after you have intimidated them, or if they succeed the saving throw, they become aggressive again and are immune to this feature for the next 24 hours.
If a creature is non-aggressive, you can make a Charisma (persuasion) check, a Wisdom (animal handling) check, or a Charisma (Intimidation) check to cause the creature to be loyal to you, contested by their Wisdom saving throw. If your goals are directly contrary to what the creature wants, they automatically succeed. On a success, the target retains its own will and does what it wants. On a failure, the target becomes loyal to you, and will serve and protect you for as long as it believes you are worthy of its loyalty. The optional rule Loyalty (DMG pg 93) would be good to apply here.
Monster Tamer Magic
3rd level Monster Tamer feature
You learn the friends cantrip if you do not already know it. When the spell ends, the affected creature does not necessarily become hostile to you, but returns to a similar state as it was in before you cast the spell, though it still knows you used magic on it.
You learn an additional spell of first level or higher when you gain certain levels in this class, as shown in the Monster Tamer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Monster Tamer Spells
| Ranger Level | Spells |
| 3rd | charm person, friends |
| 5th | suggestion |
| 9th | fast friends |
| 13th | charm monster |
| 17th | geas |
Other applicable ranger spells: summon beast, locate animals or plants, beast sense, animal messenger, animal friendship, beast bond, speak with animals, conjure animals, summon fey, summon shadowspawn, summon undead, conjure woodland beings, locate creature, summon elemental
Other applicable spells: hold person, enthrall, calm emotions, command, find familiar, animate dead, tiny servant, compulsion, conjure minor elementals, dominate beast, summon aberration, summon construct, summon greater demon, awaken, conjure elemental, dominate person, hold monster, summon celestial
Specialized Tamer
7th-level Monster Tamer feature
Starting at 7th level, you can use your Tamer feature on any creature you encounter, but you have advantage on Charisma (Intimidation) or Wisdom (Animal Handling) checks that interact directly with a creature that is your favored enemy.
In addition, when you cast a spell that allows you to control or summon a specific type of creature (such as charm person or conjure animals), you can also apply that spell to your favored enemies. For instance, if your favored enemies are dragons and beasts, you can cast charm person on a humanoid, a dragon, or a beast. All other limitations of the spells still apply.
Marked Follower
11th-level Monster Tamer feature
A creature that you have marked (using hunter’s mark, or the Favored Foe feature) has disadvantage on saving throws made to resist being tamed or charmed by you.
Eye for Traitors
15th-level Monster Tamer feature
You cannot be surprised by a creature that is or was tamed by you. You also have advantage on Charisma (Insight) checks to determine their intent or loyalty to you, and can make such checks as a bonus action.
Barbarian: Path of the Beard
Path of the Beard Barbarians draw power, rage, and sometimes beauty from the hairs of their face. Some don’t even actually have beards, but wear a fake beard, or only have one while raging. Dwarves often choose this path, since they are naturally prone to hairiness. The worst thing you can do to a Path of the Beard barbarian is damage their beard. Few who do live to tell of the horrible retribution they experienced afterwards.
Rage Beard
Starting when you choose this path at 3rd level, you grow a beard when you enter a rage. The beard takes on whichever form you choose, even braiding itself or changing color if you desire. This has no impact whatsoever on your fighting, but it looks great.
In addition, if any creature damages your beard, you can use your reaction to enter a frenzied rage (this does not expend another use of your rage if you were already raging). If you do so, for the duration of your rage you can make an additional melee weapon attack, or dash as a bonus action on each of the following turns while your rage lasts. You also cannot be frightened or charmed by the creature who damaged your beard, and you regard that creature as an enemy for the duration of your rage, whether they were a friend or foe beforehand. After a frenzied rage ends, you gain 1 level of exhaustion.
Useful Beard
Beginning at 6th level, you can change the appearance of your beard during a long rest, which can give you certain benefits. After completing a long rest, you may choose one of the following types of beards. When you enter a rage, you can choose to change the type of beard you have, though it is determined randomly by a D10 roll.
1 Billowy Beard. Your beard constantly billows dramatically, whether there is any wind or not.
2 Sexy Beard: Your beard is incredibly attractive. You have advantage on Charisma (persuasion) checks.
3 Big Beard: Your beard is incredibly huge and thick. Your armor class increases by 1. If you take the dash action, you have a 50% chance of tripping and falling prone.
4 Burning Beard: Your beard is on fire. It does not damage you, but you shed bright light in a 10 ft. radius, and dim light for an additional 10. In addition, a creature who you are grappling takes 1d6 fire damage at the start of each of their turns.
5 Devil Beard: Your beard is spiked and poisonous. You can make an unarmed melee attack with your beard against a creature within 5 ft. On a hit, they take 1d8 piercing damage, and must succeed a DC 12 Constitution saving throw. On a failure, they are poisoned for 1 minute.
6 Scary Beard: Your beard is tangled an intimidating. You have advantage on Charisma (intimidation) checks.
7 Octopus Beard: You can grapple and hold things with your beard.
8 Tiny Beard: Your beard all but disappears, showing only small bits of scruff. You have advantage on Charisma (deception) checks to pass yourself off as a different person.
9 Leafy Beard: Your beard is made of or full of vines and leaves. You learn one cantrip of your choice from the Druid spell list, using Wisdom as your spellcasting ability, and your beard as an arcane focus.
10 Studious Beard: Your beard makes you look and feel wise. You have a +1 bonus to all Wisdom-based ability checks.
Only the Bearded
Starting at 10th level, you can change the form of your beard by taking ten minutes to groom it. In addition, any time you take damage, you can choose to make that damage hit your beard. This means that you lose the benefits of your chosen beard type until you regain hit points, but you can use your reaction as normal to enter a frenzied rage.
Legendary Beard
Starting at 14th level, when you fail a saving throw, you can choose to succeed instead. You can use this feature a number of times equal to how many beards you have. Which is 1. You can’t have more than 1 beard, that’s just silly. You regain your expended use after you complete a long rest.
Dragon Totem (for path of the totem warrior barbarian)
3rd level: While raging, your armor class increases by 1 while you are wearing light armor or no armor, and you gain resistance to one damage type of your choice: acid, fire, cold, lightning, or poison (optionally: thunder, force, radiant, necrotic). The spirit of the dragon toughens your skin.
6th level: You gain a breath weapon of your choice as listed under the dragonborn race. The spirit of the dragon empowers your breath.
14th level: When you enter a rage, all creatures of your choice within 20 ft. must succeed a Wisdom saving throw or become frightened of you until your rage ends. They may remake the saving throw at the end of each of their turns, ending the effect on a success. Once a creature succeeds the saving throw or the effect ends for it, they are immune to being frightened by this feature for 24 hours. The DC for the save equals 8 + your proficiency bonus + your charisma score. The spirit of the dragon makes your presence more frightening.
Class of Dragons
A two-headed Zippleback sneaks its way through the dark house, noxious gas slipping from between its teeth as it snags slabs of meat from the food storage.
The enormous red dragon swoops low over the water, belching fire that roasts the entire sailing ship at once. Panicked vikings are picked off by arrows from the rider on its back as they try to leap into the water for safety.
The bulky gronckle busts through the stone wall into the goblin bunker, spewing lava as their ranks scatter, and arrows bounce off its thick, stony hide.
Dragons come in incredible variety, some live in the depths of the sea, some are intelligent tyrants of their domain, others benevolent protectors of small-town villages. But they all have lizard-like bodies and scales, most have wings, and have a deep connection to innate, powerful, magic. Some express that magic in incredible breath weapons, some in amazing strength, or in incredible flying abilities.
Flight
With a few exceptions, Dragons are defined by flight. Some fly through the water, some at incredible heights, and some weave through trees with the precision of a hummingbird. At a young age, most dragons cannot fly but soon learn to. This even defines the terms for their ages, short wing, broad wing, and titan wing. Dragons are at home on the wing.
Breath Weapons
Most dragons also breathe out some sort of weapon. Some breathe various types of fire, some poison, radiant light, acid, frigid air, boiling water, lava, wind, whirlpools, lightning, liquid glass, hardening amber, or even their own teeth. Some also have weapons on their tails with different effects. No matter how it is manifest, a dragon has a connection to the elements.
Creating a Dragon
The most key aspect of your dragon is its species. This determines its breath weapon, hit points, size, and many of its abilities. A second important aspect is what your dragon’s goal is. For most, it is simply survival because they have a lower intelligence. This class has been designed to allow your dragon to work alongside a human character or party, but your dragon probably still has its own will. Think about why it has aligned itself with your humanoid character. Did they save its life, as Hiccup did? Did they free it from a life of imprisonment, or fighting for sport? Are they simply an amiable dragon who likes their rider? Is your dragon magically bound to a humanoid character? Or does the rider give them their favorite food in exchange for loyalty? Why your dragon stays with their rider determines if they will stay, and how they will behave.
Quick Build
You can make your dragon quickly by using the following suggestions. First, look at your dragon’s species. Make your highest ability score their highest ability score. For boulder and stoker class this would be Constitution, for strike, mystery, or sharp classes it would be Dexterity. For chromatic, gem, or metallic, it would be Strength or Charisma, for tracker class it would be Wisdom, for tidal it would be Strength. Choose Charisma if you want to focus on spellcasting. Constitution is also very important for each subclass (except maybe Strike), since it determines the number of breath weapon uses your dragon has, and their hit points. Choose proficiency in Intimidation and Perception or Stealth.
Class Features
As a Dragon, you gain the following class features.
Hit points
Hit dice: determined by your species
Hit points at 1st level: maximum value on your hit dice + your constitution modifier
Hit points at higher levels: species hit dice (or 4(d6), 5(d8), 6(d10), 7(d12))+ your constitution modifier per dragon level after 1st
Proficiencies
Armor: Light armor (barding)
Weapons: none, natural weapons, breath weapon
Tools: Saddles
Saving Throws: Wisdom, and one from your subclass at 3rd level
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, or Survival
Equipment
You’re a dragon. You don’t start with equipment. You do, however, start with a home or nest, often a cave or mountain lair.
Dragon Table
| Level | Proficiency Bonus | Features | Breath weapon dice |
| 1st | +2 | Scaly Defense, Rider | 0 |
| 2nd | +2 | Flight, Breath Weapon | 1 |
| 3rd | +2 | Dragon Subclass | 1 |
| 4th | +2 | Ability Score Increase | 2 |
| 5th | +3 | Multiattack, Rider Melee Attack | 2 |
| 6th | +3 | Subclass Feature | 2 |
| 7th | +3 | Species Feature | 2 |
| 8th | +3 | Ability Score Increase | 3 |
| 9th | +4 | Legendary Resistance | 3 |
| 10th | +4 | Subclass Feature, Speed Increase | 3 |
| 11th | +4 | Species Feature | 3 |
| 12th | +4 | Ability Score Increase | 3 |
| 13th | +5 | 2 Legendary Resistances | 4 |
| 14th | +5 | Subclass Feature | 4 |
| 15th | +5 | Multiattack, 2 Rider Melee Attacks | 4 |
| 16th | +5 | Ability Score Increase | 4 |
| 17th | +6 | Species Feature, Speed Increase | 5 |
| 18th | +6 | 3 Legendary Resistances | 5 |
| 19th | +6 | Ability Score Increase | 5 |
| 20th | +6 | Legendary Actions | 5 |
Scaly Defense
As a dragon, you have scales which are more hardy than skin. While you are not wearing any armor, your armor class is 10 + your dexterity modifier + your constitution modifier.
Rider
Your dragon can support a rider on its back. During combat, you share the initiative roll of your rider, if you have one, and you take your actions after they do. As per the normal rules, you can only support a creature that is at least one size smaller than you, unless stated otherwise in a species feature or elsewhere. While you have a rider on your back (as per normal rules), you cannot use your melee attacks. You can, however, use your breath weapon and other abilities that do not require the use of your limbs, such as innate spells. At 5th level, you can make one melee attack when you take the attack action, with a rider on your back. At 15th level, this increases to two melee attacks.
Species Features
Each species of dragon is unique, so you also gain features specific to your species of dragon. You gain some features starting at 1st level, since it is your race. You gain additional species features at 7th, 11th, and 17th levels.
Flight
Starting at 2nd level, your dragon gains a flying speed equal to its base walking speed (unless it does not have wings, or otherwise stated in your species). If your dragon does not have wings, and again at 10th level, and at 17th level you may choose one of the following options:
- One type of speed you already have increases by 10 ft.
- You gain a climbing speed equal to your base walking speed.
- You gain a swimming speed equal to your base walking speed.
- You gain a burrowing speed of 10 ft. (you cannot burrow through solid rock unless otherwise stated)
Breath Weapon
Also at 2nd level, you gain access to your breath weapon. At second level, your breath weapon does one die worth of damage, plus your Constitution modifier. The damage increases as shown in the dragon class table. You can always add your Constitution modifier to the total damage of your breath weapon. Unless stated otherwise, you can use your breath weapon a number of times equal to your proficiency bonus + your constitution modifier. If your Constitution modifier is negative, treat the number as a zero when determining your number of breath weapon uses. You recover half of the expended uses of your breath weapon during a short rest, and all of them during a long rest.
If your breath weapon is an area of effect attack (usually a cone or a line), it uses your entire action to use your breath weapon once. If your breath weapon is a single target attack, it replaces one attack, rather than using your entire action. This means that after 5th level, a dragon such as a night fury, which has a single-target breath weapon, can use its breath weapon twice with the multiattack feature in one turn. Each use of your breath weapon still counts against your total, whether it takes your whole action, or a single attack. Your species or class features have additional information on your breath weapon.
Your Breath Weapon save DC is 8 + your Constitution modifier + your proficiency bonus.
Dragon Subclasses
At 3rd level, you may choose a subclass of dragon from Chromatic, Metallic, Gem, Strike, Boulder, Stoker, Tracker, Sharp, Tidal, and Mystery. Your dragon’s species has a specific subclass associated with it, and its abilities will make the most sense if you align this choice, however, you do not have to, and can create some interesting combinations if you choose a different subclass. This choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.
Ability Score Increase
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. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Keep in mind that many feats will not work well with a dragon. Most would work, except those that involve using weapons or a shield. Those that involve talking only work well with the Chromatic, Metallic, or Gem dragons, since they can learn to speak common.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. As defined under Rider, this does not apply if you have a rider on your back.
The number of attacks increases to 3 at 15th level (with no rider).
Legendary Resistance
At 9th level, your dragon gains 1 use of legendary resistance, meaning if you fail a saving throw, you can choose to succeed instead. At 13th level, this increases to 2, and 3 at 18th level. You regain all uses of legendary resistance after a long rest.
Legendary Actions
At 20th level, you gain the use of two legendary actions. These actions can be used only at the end of another creatures’ turn. You regain all spent legendary actions when you roll initiative (Note: this is different from normal legendary actions which you get per round, here you get two legendary actions per combat encounter, and regain them when you roll initiative again). The following are standard legendary actions. Additional legendary actions may be granted by your class or species.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed a Dexterity saving throw with a DC equal to your breath weapon save DC, or take 2d6 + your strength score bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spellcasting
Many dragons are able to cast spells, from species features, from subclasses, or other features. Unless otherwise stated, dragons use Charisma as their spellcasting ability. Your bonus to hit with spell attacks is your charisma modifier + your proficiency bonus; your spell save DC is 8 + your proficiency bonus + your charisma modifier.
Optional Feature: Innate Spellcasting
Your dragon can innately cast a number of spells equal to its charisma modifier (or your charisma modifier + your proficiency bonus, if your DM allows and more spellcasting is desired). Each spell can be cast once per day (unless it is a cantrip), requiring no material components. The spell’s level can be no higher than ⅓ your level (rounded down). For example, at level 1 you can have only cantrips, at level 3 you can have 1st level spells. The maximum spell level you can cast is 6th, once you reach level 20 and above. You can switch out one of these spells for a different one any time you level up, and add another any time your charisma modifier or your proficiency bonus increases.
Subclasses
Strike prerequisite: intelligence of 8 or lower
Representative species: Night Fury, Light Fury, Night Light, Deathgripper, Skrill, Snow Wraith, Triplestryke
Strike class dragons are speedy, and characterized by high intelligence, though they are not sentient.
Proficiencies. When you choose this class at 3rd level, you gain proficiency in Dexterity saving throws, as well as either Athletics or Acrobatics. You also gain proficiency in medium armor.
Speed Breath. You can use your breath weapon a number of times equal to your dexterity modifier + your proficiency bonus, rather than Constitution.
Quickness. Starting at 6th level, your flying speed increases by 10 feet. You can also dash, disengage, or hide as a bonus action.
Specialty. Starting at 10th level, you specialize in a fighting style. Choose one.
Blind Fighting: You have blindsight with a range of 15 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Breath Weapon: You have a +2 bonus to attack rolls made with your breath weapon. If your breath weapon is made with a saving throw, the save DC increases by 1. The number of breath weapon uses available to you also increases by 1.
Melee Fighting: You have a +2 bonus to melee attacks and damage, and your melee attacks count as finesse weapons. Once per turn on a hit, you can choose to shove the target 10 feet.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Your AC also permanently increases by 1.
Striker. Starting at 14th level, if you move at least 10 feet toward a target and hit it with an attack (including your breath weapon) in the same turn, they must succeed a strength saving throw or be either knocked prone or pushed 10 ft. (your choice). If you then move away, that target does not get an opportunity attack.
Stoker prerequisite: intelligence of 7 or lower
Representative species: Monstrous Nightmare, Singetail, Fireworm, Night Terror, Terrible Terror, Shadow wing, Hobblegrunt, Typhoomerang, Red Death, Green Death, Red Guard Drake, Threadtail
Stoker class dragons have a quick temper, and lots of firepower.
Proficiencies. When you choose this class at 3rd level you gain proficiency in Constitution saving throws as well as Intimidation.
Stoked Breath. Starting at 3rd level, your breath weapon has a recharge of 5-6, rather than regaining uses after a long rest. In addition, if your breath weapon requires a saving throw, you can choose creatures in the area of effect to automatically succeed the saving throw.
Increased Firepower. Starting at 6th level, your breath weapon does an additional die of damage more than what is shown on the dragon table. At 14th level, this increases to 2 additional damage dice.
Flame Manipulation. Starting at 10th level, you gain further power and control over your breath. You can cast the cantrip Control Flames innately, requiring no material components. If your breath weapon is a different damage type than fire, your Control Flames cantrip instead applies to things that would do that type of damage. Your breath weapon also ignores partial cover.
Master of Flame. Starting at 14th level, you have advantage on all rolls to recharge your breath weapon. As mentioned under Increased Firepower, your breath weapon does 2 additional dice of damage.
Explosive Retribution. Also at 14th level, if you are targeted by a critical hit, or you are reduced by 0 hit points while your breath weapon is charged, you may use your reaction to expend that breath weapon to release an explosive blast of fire (or the damage type of your breath weapon) in a 20-foot radius. All creatures in that radius must succeed a dexterity saving throw or take damage of the same type as your breath weapon equal to the amount of damage done by your breath weapon. They take half damage on a success. The DC is equal to your breath weapon save DC.
Boulder prerequisite: intelligence of 7 or lower
Representative species: Gronckle, Catastrophic Quaken, Hotburple, Eruptodon, Snafflefang, Shovelhelm, Sentinel, Crimson Goregutter, Whispering Death, Screaming Death, Blue Guard Drake, White Guard Drake
Boulder class dragons are tough, rocky-like dragons. They tend to have small wings.
Proficiencies. When you choose this class at 3rd level, you gain proficiency in Athletics and Constitution saving throws, as well as Medium and Heavy armor. You also gain tremorsense out to 30 ft.
Stony Hide. At 6th level, your armor class increases by 1 while you are not wearing armor. While wearing light or medium armor, you can use your Constitution modifier rather than Dexterity to determine your final AC.
Burrower. Also at 6th level, you gain a burrowing speed of 10 ft. If you already have a burrowing speed, it increases by 10 ft. You cannot burrow through solid rock unless otherwise stated.
Siege Monster. Starting at 10th level, you do double damage to objects and structures with melee attacks. You also gain resistance to bludgeoning damage. You do not take any damage from rocky structures that you hit yourself.
Rock-fueled Breath Weapon. Starting at 14th level, you can refuel your breath weapon by eating rocks. If you spend an action to eat a rock that weighs at least 5 pounds (or a rock the size of your head, whichever is smaller), you immediately regain ½ of your expended breath weapon uses. Once you use this feature, you cannot do so again until you complete a short or long rest.
Bludgeoner. Also at 14th level, you gain immunity to non-magical bludgeoning damage, and you can burrow through solid rock, leaving a tunnel in your wake.
Mystery prerequisite: intelligence of 7 or lower
Representative species: Hobgobbler, Ambush Drake, Smothering Smokebreath, Dramillion, Flightmare, Buffalord, Slitherwing, Changewing, Cavern Crasher, Hideous Zippleback, Snaptrapper, Armorwing, Deathsong, Boneknapper, Sandbuster, Foreverwing, Faerie Dragon, Shadow Dragon, Lycanwing
Mystery class dragons are the rogues of the dragon world. They are sneaky and mysterious, with unknown abilities that manifest in strange ways.
Blind Battle. When you choose this class at 3rd level, you gain the ability to fight as well in darkness as in full light. Heavily or lightly obscured areas such as mist or fog, as well as darkness (even magical darkness) does not give you disadvantage on attack rolls. You still cannot see, but blindness gives you no penalties to your attacks.
Proficiencies. When you choose this class at 3rd level, if you do not have proficiency in Stealth, you now have it. If you do, choose another proficiency from Investigation, Perception, or Acrobatics. You also gain proficiency in Dexterity saving throws.
Mysterious Surge Starting at 6th level, the unknown aspects of your abilities manifest in strange ways. When you roll a critical hit, or when you use your breath weapon, you may choose to roll on the mysterious surge table below, or the DM can have you roll it.
| d100 | Effect |
| 01–02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 03–04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
| 05–06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 07–08 | You catch on fire for 1 minute. You take no damage, but for the next minute your melee attacks do an additional 1d6 fire damage, and a creature who hits you with a melee attack takes 1d6 fire damage. You also have disadvantage on stealth checks. |
| 09–10 | Your next breath weapon does force damage, and the damage is doubled. |
| 11–12 | Roll a d10. Your length changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
| 13–14 | For the next round, you and all creatures within 10 ft. of you have blurry vision (including you). |
| 15–16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 17–18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 19–20 | Slick liquid spreads in a 10-ft. radius around you. Any creature that enters or starts its turn in that area must succeed a DC 14 dexterity saving throw or fall prone. The liquid remains until it is cleaned or washed away. |
| 21–22 | Creatures have disadvantage on saving throws against your next breath weapon attack, or you have advantage on your next attack roll. |
| 23–24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
| 25–26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| 27–28 | For the next minute, you may make a single attack as a bonus action. |
| 29–30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 31–32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 33–34 | Maximize the damage of your next breath weapon attack within the next minute. |
| 35–36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
| 37–38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
| 39–40 | You regain 2d10 hit points. |
| 41–42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 43–44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 45–46 | For the next minute, you float 5 feet above the ground. You cannot touch the ground during that time, but the rest of your movement is unaffected. |
| 47–48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49–50 | You can’t speak or make sounds for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 51–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
| 53–54 | You are immune to being intoxicated by alcohol for the next 5d6 days. You are also immune to the effects of dragonroot, and have advantage on saving throws against poison. |
| 55–56 | Your teeth fall out, but grow back within 24 hours. |
| 57–58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
| 59–60 | You regain one use of your breath weapon. |
| 61–62 | For the next minute, you stomp heavily every time you take a step. |
| 63–64 | Fog appears in a 20-ft radius around you. It remains for an hour, or until it is dispersed by wind. |
| 65–66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 67–68 | You are frightened by the nearest creature until the end of your next turn. |
| 69–70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
| 71–72 | You gain resistance to all damage for the next minute. |
| 73–74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 75–76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
| 77–78 | You turn into a yak (use stats for an Ox) for 1 minute or until you lose all hit points. |
| 79–80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 81–82 | You can take one additional action immediately. |
| 83–84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85–86 | 3 illusory duplicates of you appear within 10 ft. for 1 minute. You can control what they do and where they go. If they are hit with an attack, or a creature enters their space, they disappear. |
| 87–88 | A random creature with 60 ft. of you gains a flying speed of 60 ft. |
| 89–90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
| 91–92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. Choose a new form of dragon from those included in this compendium, rather than a humanoid form. |
| 93–94 | Your size increases by one size category for the next minute. See the enlarge/reduce spell for additional effects. |
| 95–96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97–98 | You are surrounded by faint, ethereal music for the next minute. |
| 99–00 | You regain all expended breath weapon uses. |
Mysterious Elite. Starting at 14th level, your sneaking abilities reach new heights. When you hit with an attack you have advantage on, you do an additional 3d6 damage. You can also hide, dash, or disengage as a bonus action. When you do a mysterious surge, you can choose to make it silent (during the round when it happens), so as not to give away your position.
Tracker prerequisite: intelligence of 7 or lower
Representative species: Rumblehorn, Thunderclaw, Windgnasher, Snifflehunch, Deadly Nadder, Pseudodragon
Tracker class dragons have acute senses for honing in on prey.
Proficiencies. When you choose this class at 3rd level, choose two proficiencies from survival, perception, investigation, and stealth. You also gain proficiency in Dexterity saving throws, and medium armor.
Keen Senses. Choose one between hearing, sight, and smell. When you roll a perception check that relies on that sense, you have advantage. If you already have the keen senses trait, you can gain it with another sense, and can choose which sense your level 14 features apply to. This choice grants you additional features at level 14.
Specialty. Starting at 6th level, you specialize in a fighting style. Choose one.
Blind Fighting: You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Breath Weapon: You have a +2 bonus to attack rolls made with your breath weapon. If your breath weapon is made with a saving throw, the save DC increases by 1. The number of breath weapon uses available to you also increases by 1.
Melee Fighting: You have a +2 bonus to melee attacks and damage. Once per turn on a hit, you can choose to shove the target 10 feet.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Your AC also permanently increases by 1 while you are not wearing armor.
Vanish. Starting at 10th level, you can hide as a bonus action. You can also hide in plain sight, if the background matches the color of your hide, by pressing yourself against a solid surface, or crouching in liquid. You can change the color of your hide to match your background by taking 1 minute to camouflage yourself with materials of the appropriate color.
Tracker Elite. Starting at 14th level, your tracking senses have been honed to give you nearly supernatural abilities. You gain blindsight within 20 ft., and can discern the location of invisible creatures within that range. You also gain the Keen Senses trait for an additional sense. The sense that you chose at 3rd level, or another sense for which you already have the Keen Senses trait, becomes enhanced as well.
If you choose sight, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
If you choose smell, you can smell any creature that is within 5 miles, as long as you have smelled it before, or have a sample of its smell, such as a piece of clothing. Being underwater or underground does not impair this ability.
If you choose hearing, you can distinguish sounds no matter what the interference. If you hear the call of a creature you then know what species the creature is. As long as it is happening within 500 feet, you hear clearly all that happens around you, including listening in on conversations no matter what other noises are happening as long as you are not deafened. You can close your ears as a reaction to prevent being deafened by an effect.
Tidal prerequisite: intelligence of 7 or lower
Representative species: Dragon Turtle, Scauldron, Submaripper, Seashocker, Thunderdrum, Shellfire, Purple Death, Bewilderbeast, Black guard drake, Green Guard Drake
Tidal class dragons are primarily aquatic, and tend to be very large.
Proficiencies. When you choose this class at 3rd level, you gain proficiency in athletics, and strength saving throws.
Water-dwellers. If you do not have a swimming speed, you gain one equal to your walking speed when you choose this class at 3rd level. If you have the Hold Breath trait, you can now breathe underwater. If you do not, you now can hold your breath underwater for up to 3 hours. If you have the amphibious trait, your swimming speed increases by 10 feet.
Underwater Breath Weapon. Also at 3rd level, your breath weapon is adapted to underwater situations. If your breath weapon does fire damage, things that are underwater do not have resistance to it. You also have advantage on saving throws against effects caused by water, and you are not impaired by pressure caused by deep water.
Locate Water. Starting at 6th level, you know the location of the nearest water source intrinsically. You also speak and understand Aquan if you do not already.
Watery Recharge. Starting at 10th level, you may use an action to take a gulp of at least 1 gallon of water (or the amount of water equal to the size of your head for small dragons) you regain 1 use of your breath weapon, and you may spend up to 3 hit dice instantly. You may use this feature once between long rests. You also have advantage on an attack against a creature that does not have a swimming speed if you are at least halfway underwater.
Tidal Wave. Starting at 14th level, you can cast the spells Tidal Wave and Tsunami requiring no material components. Once you cast a spell, you cannot cast it again until you finish a long rest.
Sharp prerequisite: intelligence of 7 or lower
Representative species: Grim Gnasher, Speed Stinger, Scuttleclaw, Stormcutter, Raincutter, Razorwhip, Timberjack, Wyvern, Thornridge, Windstriker
Sharp class dragons are vain and prideful in nature. They are spiky, tending to fight by piercing or slashing their enemies.
Proficiencies. When you choose this class at 3rd level, you gain proficiency in Dexterity saving throws, acrobatics or athletics, and stealth, as well as medium armor.
Dexterous Weapons. Also at 3rd level, for any of your melee attacks, you can use dexterity or strength for the attack bonus and damage.
Speed Strikes. At 3rd level, when you use the attack action to make a melee attack on your turn, you can make one additional melee attack as a bonus action.
Magic Strikes. Starting at 6th level, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunities.
Evasion. Starting at 6th level, when you make a dexterity saving throw to avoid taking damage, you take only half damage on a failure, and no damage on a success.
Deflect Missiles. Starting at 10th level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your dexterity modifier + your dragon level.
Starting at 14th level, you gain the following 3 benefits:
Precision Strikes. The dice damage of your melee attacks is doubled (roll 2 dice instead of 1).
Speedy. Your walking and flying speeds both increase by 10 ft.
Snatch. When you make a claw or bite attack (or tail if your tail is prehensile) against a creature at least one size smaller than you while flying you can choose to grapple the creature as part of the attack. Releasing that grapple does not require an action, but can be done as part of your movement.
Draconic Origins (Dragon Backgrounds)
Dragons come from different backgrounds, though admittedly less diverse than humanoids. You can roll on the following table for your dragon’s origin, you can choose one yourself, or you can work with your DM to come up with your own background that better suits your story and campaign.
D20
1-10 Wild Dragon
You are a dragon of the wild. Your encounters with humans have been rare and most likely hostile, or involved stealing food. You may have been part of a larger pack, you may have served under an alpha, or you may have been a loner.
You are proficient in your choice of either Intimidation or Survival.
11-14 Injured Dragon
You were injured by humans or other dragons, but were able to survive either through tenacious perseverance, or through the help of another. You are most likely hostile to humans. You are scarred, and so have advantage on intimidation checks. You may also be proficient in medicine.
You can roll a D4 on the following table for the nature of your injury.
1 Your leg was injured. Your walking speed decreases by 5 ft.
2 You were blinded. You automatically fail Wisdom (perception) checks that rely on sight. But your other senses are heightened. You are proficient in Perception checks that rely on hearing or smell.
3 Your wings were injured. If you are below your max Hit Points, your flying speed decreases by 10 ft.
4 Your tail was injured. In order to fly without assistance, you must succeed a DC 12 Acrobatics check.
15-19 Captured Dragon
You were captured by humans and used for their own gain. They may have been saving you to kill you later. You may have been used in fights, or as a beast of burden. Regardless, you are very used to human contact, but probably resent your capture.
You can roll a D8 on the following table to determine the nature of your captivity.
1-3 You were used for your abilities. Gronckles are often used to make Gronckle iron, nadders or razorwhips for their spines, buffalords for their saliva, and chromatic dragons may be kept for the scales they shed. From your time spent with humanoids, you are proficient in Insight.
4-6 You were captured to be used in war or fighting. You may have been part of an army, used as air support, cavalry, a tank, or even just by burglars to aid in their thievery. You are proficient in medium armor and land vehicles.
7-8 You were used in dragon fighting arenas. You may have escaped early, or you may have been a champion, covered in scars. Either way, you are proficient in Intimidation.
20 Dragon Lord
You are a Queen or King, an Alpha. You have faithful followers (probably kobolds, but possibly lesser dragons, minor fey, or other humanoids). They may serve you out of fear, a desire for power, or they may actually worship you as their lord and master. Dragons of this sort are normally higher levels, adults or broad wings at least. You are proficient in Persuasion.
Items, Games, etc.
Archipelago Gold– Archipelago Gold is absurdly expensive chicken feed. It is reportedly untouched by human hands, instead packaged by Nordic Howler Monkeys. When combined with dragonfire it makes popcorn.
Blue Oliander– blue oliander is a flower which upon touch or consumption is poisonous to dragons. Upon contact with the flower, a dragon must succeed a DC 15 Constitution saving throw or take 5d10 poison damage. They take half as much on a success. A dragon that consumes the flower or a poison derived from the flower automatically fails this saving throw.
Boar pit– Boar Pit is the name of a location and a game commonly practiced throughout the archipelago involving wrestling boars in a muddy pit. The pit is normally between 10 and 20 ft. in diameter, with between 5 and 15 ft. high walls. At either end of the pit is a small corral, about 5 ft. wide, and varies in depth based on how many boars it holds. Boars used in the game usually have no tusks, or had their tusks filed down to avoid serious injury, although high-stakes Boar Pit can be played with tusked boars. The game is played with either two people or two teams who try to get either one boar into the corral on their side, or more boars into it than the opposite team. It can be played with any number of boars from 1 to 10. Weapons are not allowed, and nor is hurting the boars or the other players, though grappling or tripping is permitted. A de-tusked boar does not generally attack, but tries to avoid capture by running. If it does attack, it uses its hooves doing 2 damage on a hit (unarmed strike, 1 + strength modifier). The game runs similarly to combat using initiative and all other combat rules (no magic is allowed either). Because of the mud, whenever a player attempts to move on their turn they must succeed a DC 10 dexterity saving throw or fall prone. Boars do not have to make this saving throw. Each corral has a gate, which must be shut to contain a corralled boar. The game ends once all boars have been captured, or when a team forfeits.
Bolas– Martial Weapon, cost: 3 gp, damage: 1d4 bludgeoning, weight: 3 lb., Properties: thrown, (range 20/50), special. A bolas is 3 balls of stone or metal connected by a rope. They are used to grapple a creature from a distance. On a hit, a Large or smaller creature is restrained. A bolas has no effect on creatures that are formless, or creatures that are Huge or larger, unless the weapon is made for and used by a creature that is Large or bigger. A creature can use an action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 3 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.
Bolas thrower– A bolas thrower is a rolling, wheelbarrow sized construction that throws bolas for the wielder. It gives a +1 to the attack (because it has a scope to aid in aiming). Proficiency with heavy crossbows or ballistas lets you add your proficiency bonus to the attack. The range of a bolas thrown from a bolas thrower is 60/120. All other effects are the same as a normal bolas.
Buffalord Saliva– Buffalord saliva on its own is mostly useless, but when mixed with the herbs that the Buffalord eats, it becomes the only known cure for the Scourge of Odin. Unfortunately, the solution dries up after only 1 minute from being taken from the Buffalord, so it cannot easily be transported without the dragon itself.
Cavern Crasher Slime– cavern crasher slime works the same way as monstrous nightmare gel. The only difference is that cavern crashers excrete slime on command, so it is easier to harvest if the dragon is willing. This gel can be harvested from a willing cavern crasher with a successful Wisdom (animal handling) check (DC 12). 1 minute of harvesting yields a single vial of gel. If this gel comes in contact with a flame, the entire thing ignites at once. A creature that is in contact with the gel when it ignites immediately takes 1d8 fire damage, and the gel is used up.
Changewing Acid– Changewings have an acid-based breath weapon. This acid can be harvested from a willing (or somehow restrained) changewing dragon with a successful DC 17 Wisdom (animal handling) check. 1 minute of harvesting yields a single vial of acid. One vial can be poured out as an action, and does 2d8 acid damage on contact with a solid creature or a solid, nonmagical object.
Changewing Skin– Changewing dragons periodically shed their skin like a snake does (about once a year). This skin still retains its ability to change color to match its surroundings. A cloak or other clothing made of changewing skin has the same effects as a cloak of elvenkind, but does not require attunement. This clothing counts as a rare magic item.
Deathgripper Venom– Deathgripper dragons have a scorpion-like tail that secretes a powerful venom. The Venom must be injected or otherwise make contact with blood through injury. When a creature is hit with the venom, they must succeed a DC 18 Constitution saving throw or fall unconscious for 1 minute. They can remake the saving throw at the end of each of their turns. On a success they are awake but remain poisoned for 1 hour. If a creature succeeds the initial saving throw, they take 1d6 poison damage, but are otherwise unaffected.
The venom can be distilled into a drug that induces a complacent and obedient attitude in dragons and beasts. The drug can be made with deathgripper venom and a poisoner’s kit. The drug too must get into the blood through injection or injury. The effects of the drug wear off after 10 minutes, unless it is continued to be administered. While a creature is affected by the drug, any ability check made to train or command the creature is made with advantage. A creature affected by the drug is immune to being charmed.
Dragoneye– The dragoneye is a core piece of equipment that affected the plot of Dragons: Race to the Edge. It was originally found on the ship known as the Reaper, found in the Ship Graveyard. The dragon riders and dragon hunters fought over it for a long time, and Hiccup ended up destroying it (along with a second one he made, the Dragoneye 2) with a fire blast.
The dragoneye is not a magic item, and so its secrets cannot be unlocked with an Identify spell. It can be opened with a Snow Wraith’s tooth as a key. There is also a backup way to open it known to very few. A filament inside it can be broken only by using the mist breath of a Flightmare, which unlocks the dragoneye for use. The way to use the dragoneye is through its lenses. Each lens contains the information for several dragon species. Shining the light of a dragon’s fire through the dragoneye shows dragons of the same class (subclass). For instance, if a Night Fury shines the light of its fire through the dragoneye, it will display information about other Strike class dragons, such as a skrill or snow wraith. Each lens could have information about several dragons, which can be seen by adjusting the dials. If the DM wants to provide information for a new dragon, so that the players will be motivated to find the dragon, or if they need to find a particular dragon for any reason, the dragoneye can be a great tool to provide that information, and provide quests for the players to find lenses, then chase the information they find.
The King of Dragons, the Bewilderbeast, can be found with the use of five separate dragon eye lenses, while the light of the unique fire of a Titan Wing Dramillion shines through it. One lens could be found attached to the Armorwing dragon.
Dragon grappling chains– on a dragon hunter’s ship are often found ballista with dragon-proof chains on winches. These work just like a ballista. A dragon or creature can make a Strength (Athletics) check to try and shake the chain, the DC of which is 15. The DC increases by 2 with each chain that is attached.
Dragon Nip– Dragon nip is a type of green grass that has varying effects on dragons and other creatures. A dragon that smells or eats dragon nip makes a Wisdom saving throw. On a success, the dragon determines its own behavior. On a failure, roll a d6 to determine the dragon’s behavior.
1-2 the dragon becomes relaxed, often laying down on the ground
3-4 the dragon becomes playful, often rolling around in the grass and leaping about
5-6 the dragon becomes aggressive, attacking or growling at those around
A dragon has advantage on this saving throw if it has been damaged by someone offering them the dragon nip.
A humanoid that eats dragon nip also rolls on the table to determine its behavior. It is unknown if dragon nip affects other creatures in the same or a different way.
Dragon proof metal– Dragon proof metal has a mottled green and gray color. It was developed by dragon hunters, mainly for chains and cages to hold dragons. An object made of dragon proof metal is completely immune to necrotic, radiant, psychic, lightning and poison damage. It has a damage threshold for all other damage types except acid, which does damage as normal. For bludgeoning, piercing, slashing, fire, thunder, cold, and force damage, the damage does nothing unless it takes 30 damage at once (see damage thresholds in the DMG).
As a DM, you can use dragon proof metal as a tool. At first, only the hunter’s chains were made of the metal. Then they started using dragon proof winches for the chains. They eventually started making entire ships of dragon proof metal. Feel free to adjust the damage threshold as your players become more powerful, blaming it on further developments in the technology. You can also say that only a specific combination of dragon breath can destroy the metal, to make it a puzzle for your players.
Dragon Racing– Dragon Racing was developed in Berk, when the riders used dragons to locate a loose flock of sheep. To play, a flock of 20-30 sheep are released in the village, or other playing field. The sheep are each marked with paint so they are differentiated from sheep not involved in the contest. The sheep of course do not want to be caught, so they will hide where they can. While playing, you can rely solely on Perception checks versus Stealth checks, or you can use a map. If the map location involves buildings, a player must fly directly over an alleyway where a sheep is hiding to spot it. The player then must get within range and make an attack roll using their dragon’s claws to grab the sheep (a sheep’s AC is 10, they are small). The player must then carry the sheep back to a set of nets where they deposit their sheep for 1 point each. Each player has a separate basket so points can be kept track of. Once at least 10 sheep total have been caught, the black sheep is released, which is worth 10 points and is heralded by the blowing of a horn so all players know when it is released. The black sheep is catapulted into the air rather than released on the ground. Once the black sheep is caught and put into a basket, the game ends. The rules do not necessarily prohibit foul play, though it is discouraged.
The Berkians made large events of Dragon races, each participant painting on war paint and gathering large crowds.
A note for DMs: such a contest can get tedious if it takes too long, based on combat turns. You can run the game more like a chase scenario with obstacles to avoid and such, rather than running the whole thing like combat. If you do run it like combat, be sure to make the map small, so that players don’t have to spend multiple turns getting to one side or the other. You can also include NPCs to make it more engaging and exciting.
Dragon Root– Dragon root is a root that has a poisonous compound. If dragons eat the root they become aggressive toward everyone, even allies.
The root can be refined into a concentrated poison. If a dragon is hit with it (such as by a dart or arrow) they are poisoned for 1 minute. They have disadvantage on ability checks, and attack rolls. They also lose their flying speed, descending 15 feet per round (slow enough not to take falling damage). They can make a DC 17 constitution saving throw at the end of each of their turns, ending the effect on a success.
The root also has an antidote which can be synthesized using alchemist’s or potioneer’s supplies, and instructions on how to do so.
Dragon Scale Armor– Dragons shed their scales just like any reptile. These scales can be kept and used to create armor. Wearing dragon scale armor grants the wearer the same resistances and immunities that the dragon has (though it cannot grant immunity to bludgeoning, piercing, or slashing), if the armor covers your entire body. If the armor covers only part of your body, it can only grant resistance, not immunity. Making such armor requires a set of leatherworker’s tools. The scales themselves do not grant inherent defense; they must be incorporated into another set of armor. It requires about 5 lbs of scales to create a full set of scale-covered clothing. The average dragon (Large-sized) sheds about 1lb of scales a month, though smaller dragons produce less, big dragons produce more.
Firecomb gel– Firecomb gel is produced by a fireworm queen to feed her young. It comes in hexagonal prism containers about 8 inches long, 3 inches across. The container is immune to fire damage, but can be broken otherwise. It is made of a hard amber-like substance. Consuming the gel inside the container (as an action) instantly restores a dragon’s fire, and all available uses of its breath weapon. The gel is very rare, available only in the nesting site of a fireworm queen. The queen guards its firecomb gel with almost as much fury as it defends its young. It would never give up its firecomb willingly to an outsider.
Flaming sword (weapon, any sword)- You can use a bonus action to cause this sword to ignite in flame. While it is lit, your attacks with this weapon deal an additional 1d6 fire damage, and the sword sheds bright light in a 20 ft. radius, and dim light for an additional 20 ft. The sword stays lit for 1 minute, or until the flame is otherwise extinguished. After using this property you must refill the canister with Monstrous Nightmare gel, which is what gives the sword the ability to light. The size of the sword determines how much monstrous nightmare gel is required per use. A shortsword or rapier requires the amount gained by 1 minute of harvesting, 5 minutes for a longsword, and 10 minutes for a greatsword.
Flight wings (dragonfly 2)- these wings can be deployed as a bonus action. While deployed, you move 2 feet forward for every 1 that you fall. You also have advantage on Dexterity saving throws to reduce or avoid taking fall damage. If you succeed the saving throw, you can potentially avoid any damage from a fall you used flight wings during.
Grimoras– Flying parasites that attach to dragons and make them go wild and hunt aggressively and indiscriminately. They live only in freshwater, and can be driven off by salt. A dragon that is affected by grimoras excretes hot foam at the mouth that glows and is the color of their breath weapon.
Gronckle Iron– Gronckle iron has a special formula known only to a few. Armor and weapons made of gronckle iron are +1 magic items and the armor gives the wearer resistance to fire damage.
Hiccup’s crossbow/bolas thrower shield– Hiccup designed a metal shield that can be transformed into a crossbow or bolas thrower. The shield gives a +2 bonus to AC while being used as a shield (you know, since it’s a shield). If it is transformed into a crossbow or bolas thrower, it no longer grants this bonus. As a bonus action, you can turn it into a light crossbow, or back into a shield. You could also use it as a bolas thrower, using proficiency with a light crossbow. The range and all other effects of a bolas thrown by this item are the same as a normal bolas.
Maces and Talons– Maces and Talons is a classic Viking game for battle strategists and scholars akin to chess. The game board is wooden, about 1ft. by 1ft. square with representations of rocks, rivers, and islands on the board. To play the game, two humanoids enter a Wisdom and Intelligence contest. Alternate between making Intelligence contests, and Wisdom contests. If a character is proficient in Maces and Talons, they may add their proficiency bonus. Whoever wins a contest gets a point, whoever gets to 5 points first wins. Most Vikings are familiar with the game and would at least know how to play even if not proficient. If a character has an intelligence less than 10, they do not know how to play, but can be taught over the course of a short rest.
Monstrous Nightmare gel– Monstrous Nightmares excrete a flammable gel from their skin. This gel can be harvested from a willing Monstrous Nightmare with a successful Wisdom (animal handling) check (DC 12). 1 minute of harvesting yields a single vial of gel. If this gel comes in contact with a flame, the entire thing ignites at once. A creature that is in contact with the gel when it ignites immediately takes 1d8 fire damage, and the gel is used up.
Sagefruit– found on Caldera Cay (Defenders of the Wing Island), this fruit has a calming effect on dragons. For an hour after consuming the fruit, a dragon must make a DC 15 Wisdom saving throw before making any aggressive actions. On a failed save, the dragon remains passive. On a successful save it can act as normal, and is immune to the effects of the fruit for the next 24 hours. The effects of the fruit automatically fade if the dragon is attacked.
Scourge of Odin– A deadly plague worked its way through the archipelago centuries ago, killing hundreds. It was known as the scourge of Odin. It causes fainting, coughing, and pale, green skin. It is transferred through blood, and kills within three moons. The only known cure is a green solution made from Buffalord saliva and some of the herbs it eats.
A player that contracts the Scourge of Odin is considered poisoned. While they are poisoned in this way, they gain no benefits from a long rest. Any time they move their full movement speed in one turn, they must make a DC 15 Constitution saving throw or immediately end their turn and fall prone. If they consume the antidote, they are immediately cured.
Screaming Death scale armor– armor made of Screaming Death scales gives the wearer an AC of 18, and resistance to fire damage. The armor is considered light armor though, and requires that proficiency only. It also does not give disadvantage on stealth checks.
Thunder Ear– A thunder ear is a metal funnel that takes up a 10-ft. square space. It was invented by Hiccup. If a creature listens at the narrow end, they have advantage on Wisdom (Perception) checks that rely on hearing. If a creature talks into the narrow end, the distance they can be heard from is tripled, as is the volume of their voice. If a creature gets too close when a loud noise sounds through the thunder ear, they must succeed a DC 14 Constitution saving throw or be deafened for 1 minute.
Viking Ship– most ships are simple trading vessels, and would use the stats of a sailing ship (DMG pg 119). Viking warships in the archipelago often have the blades of axes or other weapons attached to the front keel. Use stats for a warship, but if something is successfully rammed with the front of a Viking warship, it takes 2d12 + 8 slashing damage, and is pushed by the ship automatically if it is size Large or smaller.
Yorgensen yak master– a Yorgensen Yak Master is a wooden trap that takes up a 20×20 ft. square, as well as a yak (use stats for a cow) that is used as bait. If a creature that is Huge or smaller attacks or moves the yak, a fire-proof net ensnares them. Noticing that it is a trap requires an Intelligence of 10 or higher. While in the net, the creature is restrained. In order to escape, they must succeed a DC 20 Athletics check (if the trap was made properly), or have help.
Zippleback gas– Zippleback gas is a green, flammable gas that explodes on contact with any spark or flame. It can be stored in containers, though the gas escapes if the container gets any holes in it. Any creature within 5 ft. of the space the gas fills must succeed a DC 12 Dexterity saving throw or take 2d8 fire damage, be pushed back 5ft. and knocked prone. They take half damage on a success. This is the amount of damage for basic zippleback gas, the damage may be higher or lower depending on the level of the dragon it came from. Consult the breath weapon dice on the dragon table for specifics. The gas can be compressed into smaller containers with a successful tinkers, smiths, or carpenters tools check. One 5ft. cube-worth of gas can be compressed into a quart-sized container.
Organization Tables
Dragons by rarity
Note: Almost any titan wing or ancient dragon is considered legendary, a titan wing of a Common dragon would be Very Rare
Common
Ambush Drake
Deadly Nadder
Gronckle
Monstrous Nightmare
Terrible Terror
Wyvern
Uncommon
Guard Drake
Hideous Zippleback
Hobblegrunt
Hobgobbler
Pseudodragon
Raincutter
Scauldron
Scuttleclaw
Shovelhelm
Snifflehunch
Speed Stinger
Thornridge
Threadtail
Thunderclaw
Thunderdrum
Timberjack
Whispering Death
Windgnasher
Rare
Armorwing
Boneknapper
Brass Dragon
Catastrophic Quaken
Deathsong
Faerie Dragon
Hotburple
Razorwhip
Rumblehorn
Singetail
Shadow Wing
Slitherwing
Snafflefang
Snow Wraith
Stormcutter
Submaripper
Typhoomerang
White Dragon
Very Rare
Amethyst Dragon
Black Dragon
Blue Dragon
Bronze Dragon
Cavern Crasher
Copper Dragon
Crimson Goregutter
Deathgripper
Diamond Dragon
Dragon Turtle
Dramillion
Emerald Dragon
Green Dragon
Library Dragon
Sandbuster
Sapphire Dragon
Shadow Wing (Alpha)
Shellfire (titan wing)
Silver Dragon
Skrill
Legendary
Bewilderbeast
Buffalord
Dramillion (Titan Wing)
Eruptodon
Gold Dragon
Light Fury
Night Fury
Night Light
Obsidian Dragon
Red Death
Red Dragon
Sentinel
Shadow Dragon
Singetail (titan wing)
Mythical (these might not even exist)
Foreverwing
Lycanwing
Radiant Dragon
Smothering Smokebreath
Creatures by Challenge Rating
0: Eel, Baby Yak, Rat Yak
⅛: Deathsong Hatchling, Gronckle Hatchling, Speed Stinger Hatchling
¼: Deadly Nadder Hatchling, Dragon Hunter, Hideous Zippleback Hatchling, Monstrous Nightmare Hatchling, Night Fury Hatchling, Night Light Hatchling, Night Terror, Night Swarm, Pseudodragon, Razorwhip Hatchling
½: Ambush Drake, Defender of the Wing, Dragon Flyer, Fireworm, Hobgobbler, Man-eating Metal Mason, Scuttleclaw Hatchling, Terrible Terror
1: Brass Dragon Wyrmling, Copper Dragon Wyrmling, Eruptodon Hatchling, Faerie Dragon (younger), Giant Eel, Speed Stinger, Pack of Wild Badgers, Wingmaiden, Yak Rat
2: Black Dragon Wyrmling, Bronze Dragon Wyrmling, Demon Toad, Faerie Dragon (older), Green Dragon Wyrmling, Guard Drake, Shadow Wing, Silver Dragon Wyrmling, White Dragon Wyrmling
3: Atali, Blue Dragon Wyrmling, Deadly Nadder (Short Wing), Gold Dragon (Wyrmling), Gronckle (Short Wing), Hideous Zippleback (Short Wing), Monstrous Nightmare (Short Wing), Queen Mala, Raincutter, Shovelhelm, Snafflefang, Thornridge, Threadtail, Yak Dragon
4: Hobblegrunt, Night Fury (Short Wing), Night Terrors (Flock of), Red Dragon (Wyrmling), Scuttleclaw, Sea Shocker, Snifflehunch, Speed Stinger Pack Leader, Thunderdrum Short Wing, Windgnasher
5: Changewing, Dramillion, Sandbuster, Stormcutter, Thunderclaw, Whispering Death
6: Brass Dragon (Young), Lycanwing, Rumblehorn, Scauldron, Snow Wraith, Timberjack, White Dragon (Young), Wyvern
7: Armorwing, Black Dragon (Young), Catastrophic Quaken, Cavern Crasher, Copper Dragon (Young), Deadly Nadder (Broad Wing), Fireworm Queen, Flightmare, Gronckle (Broad Wing), Hideous Zippleback (Broad Wing), Terrible Terrors (Mob of)
8: Boneknapper, Bronze Dragon (Young), Deathsong, Green Dragon (Young), Light Fury, Sentinel, Shadow Wing (Alpha)
9: Blue Dragon (Young), Buffalord, Deathgripper, Giant Hammerhead Yak, Monstrous Nightmare (Broad Wing), Silver Dragon (Young), Skrill, Thunderdrum Broad Wing
10: Crimson Goregutter, Gold Dragon (Young), Night Fury (Broad Wing), Razorwhip (Adult), Red Dragon (Young), Submaripper
11: Eruptodon, Hotburple, Library Dragon, Typhoomerang
12: Deadly Nadder (Titan Wing), Hideous Zippleback (Titan Wing)
13: Brass Dragon (Adult), Gronckle (Titan Wing), Red Shadow Dragon (Young), White Dragon (Adult)
14: Black Dragon (Adult), Copper Dragon (Adult), Hammerhead Whale, Singetail (titan wing)
15: Bronze Dragon (Adult), Diamond Dragon (Adult), Green Dragon (Adult), Sapphire Dragon (Adult)
16: Blue Dragon (Adult), Dramillion (Titan Wing), Emerald Dragon (Adult), Shellfire, Silver Dragon (Adult)
17: Amethyst Dragon (Adult), Dragon Turtle, Gold Dragon (Adult), Red Dragon (Adult)
18: Bewilderbeast, Monstrous Nightmare (Titan Wing), Night Fury (Titan Wing), Obsidian Dragon (Adult), Red Death
20: Brass Dragon (Ancient), White Dragon (Ancient)
21: Black Dragon (Ancient), Copper Dragon (Ancient), Radiant Dragon
22: Bronze Dragon (Ancient), Green Dragon (Ancient
23: Blue Dragon (Ancient), Silver Dragon (Ancient)
24: Gold Dragon (Ancient), Red Dragon (Ancient)
Korok: A Playable Class Whose Only Real Skill is Not Dying
Korok: The sidekick who’s mostly useless but (probably) won’t die
Introduction
Also known as indestructible babies, puppies, and Just Don’t Kill Me’s, Koroks are pretty much useless. But they are very difficult to kill. Classic examples include tardigrades, cockroaches, and Koroks.
This class can be used as a sidekick class or as a player class.
Quick Build
You can make a Korok quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Wisdom or Dexterity. Second, choose the Urchin or Outlander background.
Level Proficiency Bonus Features
| 1st | +2 | Lifestyle |
| 2nd | +2 | Second Wind |
| 3rd | +2 | – |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | – |
| 6th | +3 | Uncanny Dodge |
| 7th | +3 | – |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Indomitable (one use) |
| 10th | +4 | Death Defyer |
| 11th | +4 | – |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Indomitable (two uses) |
| 14th | +5 | Resilient |
| 15th | +5 | – |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Indomitable (three uses) |
| 18th | +6 | Lifestyle Improvement |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Primal Bond |
Class Features
As a Korok, you gain the following class features.
Hit Points as a Player Character
Hit Dice: 1d20 per Korok level
Hit Points at 1st Level: 20 + your Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + your Constitution modifier per Korok level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: simple one-handed weapons if you have hands to wield them
Tools: none
Saving Throws: Constitution, Wisdom
Skills or Additional Skills: Choose two from Deception, Medicine, Perception, Persuasion, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a set of leather armor or (b) a set of chain mail
- (a) a quarterstaff or (b) a wooden club
- (a) an explorer’s pack or (b) an entertainer’s pack
- a non-magical hat of your choice
Lifestyle
You adopt a particular life specialty, puncher, or caster.
Puncher
Your unarmed strike damage increases by 1 die value. If your unarmed strike does 1 damage, it increases to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12.
In addition, you gain proficiency in 4 weapons of your choice.
Caster
You can now cast three cantrips and two first level spells of your choice from the Wizard spell list. Once you cast a first level spell with this feature, you cannot do so again until you complete a long rest. You can change which spells you know any time you level up to another Wizard spell.
Choose Charisma, Intelligence, or Wisdom as your spellcasting ability when you choose this lifestyle.
Second Wind
Starting at 2nd level, you can use a bonus action on your turn to regain a number of hit points equal to 1d10 + your Korok level. Once you use this feature, you cannot do so again until you finish a short or long rest.
Uncanny Dodge
Beginning at 6th level, if you take damage from an effect you can see, you can use your reaction to halve the damage to you.
Indomitable
Beginning at 9th level, you can reroll a saving throw you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.
Death Defyer
Starting at 10th level, you have advantage on death saving throws.
Resilient
Beginning at 14th level, you gain proficiency in all saving throws.
Lifestyle Improvement
Starting at 18th level, if you chose the Puncher lifestyle, you can now make one additional weapon attack when you take the attack action on your turn. In addition, when you hit a creature with a weapon attack on your turn, you can attempt to shove them as a bonus action.
If you chose the Caster lifestyle, you can now cast your first level spells at will.
Primal Bond
Starting at 20th level, you can form a bond as an action with a willing participant. So long as that creature lives, you cannot die; if you are reduced to 0 hit points, you automatically stabilize. Once you form a bond as an action, you cannot do so again until you complete a long rest. You can also end this bond as an action. The bond also ends if the creature you are bonded to ends it as an action, or dies.
Kylux’s Guide to Playable Dragons: Compendium (draconic characters)
Introduction
Greetings oids and ians, humans and dragons, adventurers of every kind! Sir Kylux of Aerie, Bard of the College of Valor, Tenderizer, and blue dragonborn brings to you the Class of Dragons. Humanoids are not the only creatures to join an adventuring party, and most dragons have more than enough intelligence and strength to handle any challenge a dungeon master might throw at them. Below is a guide for all who desire to stretch beyond the mundane of humankind and elevate their player characters to mighty, winged creatures of elemental magic and power. Happy Adventuring!
Note: This content has not been playtested and is homebrew content only. It is the property of DavidThorMoses, and should be used accordingly.
Also, some of the references in this compendium are to the How to Train Your Dungeons and Dragons compendium, which contains dragons from the Dreamworks movies. This compendium deals only with DND-specific dragons, and functions perfectly well on its own.
Dragons as Characters
Playing a dragon as a character is obviously somewhat different than playing a humanoid character. Dragons do not generally form extensive societies and settlements like humanoids, and are not generally accepted in humanoid settlements. Dragons also do not wield weapons. Thus, you can’t just go into town and buy stuff when you want to, unless you’re transformed into a humanoid by magic. There are sometimes wild packs or alliances of dragons, but never large societies to the extent that humanoids form.
So, dragons walk a line between beast and man that makes interactions in a part-dragon (or full dragon) party somewhat different. If the humans in a party need to go into town, it may be necessary for the dragons to wait outside the town with a predetermined meeting place or a signal to meet up again. Of course, some societies will be accustomed to seeing dragons, such as Berk. Once the party gains some notoriety, it may become alright for the party to bring their dragons with them into town.
Full or mostly dragon parties may need a different sort of dynamic than a humanoid party. They would probably have more draconic patrons, perhaps getting involved in territorial disputes between dragons, or defending towns or smaller dragons.
Using items is slightly different as well. Dragons don’t use clothing, though they can use armor that is specifically designed for them. Dragons don’t have hands, so they can’t really use weapons. A dragon could hold a weapon in its teeth or claws, but dragons are not proficient in such weapons, and an attack would be made with disadvantage since the weapon was designed to be used by human hands. Some dragons have prehensile tails they could potentially hold weapons in. But again, they are not proficient, though with sufficient training they could potentially become proficient.
Magic items are also slightly different, since they are not designed for dragons. Use your own discretion when determining if a dragon can wear an item. The DMG says the following:
“When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs has no way to wear magic boots.”
A dragon may be able to wear a ring on a horn or tail, but would probably have a hard time functionally wearing a hat or boots designed for humanoids.
Dragons can also fly, with a few exceptions. As a DM, remember that this makes some monsters (particularly those without ranged attacks) much easier to defeat. Keep this in mind when designing encounters, and if you don’t want it to be too easy, send monsters with ranged attacks, spells, or flight at your players. A large crevasse or a mountain provides much less of a barrier if your party has flying dragons. You can also make some of the beginning encounters easier, but as the party’s enemies learn they may develop better weapons, such as ballista or dragon-grappling chains. Flying also makes travel faster. But remember that dragons don’t have inexhaustible Strength and energy. Over journeys that take several hours or more, particularly in deserts or over the ocean, parties will need to take semi-frequent rests near drinking water. If players don’t stop at islands they see, it may have drastic consequences if they are over open water. Dragons can also generally carry two standard humanoids without too much trouble, but any more than two tires a dragon quickly, and makes them slower than they normally would be.
As a DM though, don’t worry excessively about the limitations of the dragons in your player’s party. They have dragons! They should be able to do amazing things. Don’t let rules and limitations get in the way of having fun, but use it to enhance the realism and story of your campaign.
The Dragon Class
A tiny pseudodragon slips into the basement and snags a slab of meat for its master from the tavern’s food storage.
The enormous red dragon swoops low over the water, belching fire that roasts the entire sailing ship at once. Panicked pirates are picked off by arrows from the rider on its back as they try to leap into the water for safety.
The sapphire dragon bursts through the stone wall into the goblin bunker, enemies covering their ears at its ear-splitting call, and arrows bounce off its thick, stony hide.
Dragons come in incredible variety, some live in the depths of the sea, some are intelligent tyrants of their domain, others benevolent protectors of small-town villages. But they all have lizard-like bodies and scales, most have wings, and have a deep connection to innate, powerful, magic. Some express that magic with incredible breath weapons, some with amazing strength, or incredible flying abilities.
Flight
With a few exceptions, Dragons are defined by flight. Some fly through the water, some at incredible heights, and some weave through trees with the precision of a hummingbird. At a young age, most dragons cannot fly but soon learn to. Dragons are at home on the wing.
Breath Weapons
Most dragons also breathe out some sort of weapon. Some breathe various types of fire, some poison, radiant light, acid, frigid air, boiling water, lava, wind, whirlpools, lightning, etc. Some also have weapons on their tails with different effects. No matter how it is manifest, a dragon has a connection to the elements.
Creating a Dragon
The most key aspect of your dragon is its species. This determines its breath weapon, hit points, size, and many of its abilities. A second important aspect is what your dragon’s goal is. For most, it is simply survival. This class has been designed to allow your dragon to work alongside a human character or party, but your dragon probably still has its own will. Think about why it has aligned itself with your humanoid character or party. Did they save its life? Did they free it from a life of imprisonment, or fighting for sport? Are they simply an amiable dragon who likes their rider? Is your dragon magically bound to a humanoid character? Or does the rider give them their favorite food in exchange for loyalty? Why your dragon stays with their rider determines if they will stay, and how they will behave.
Quick Build
You can make your dragon quickly by using the following suggestions. First, look at your dragon’s species. Make your highest ability score their highest ability score. For the boulder and stoker classes this would be Constitution, for strike, mystery, or sharp classes it would be Dexterity. For chromatic, gem, or metallic, it would be Strength or Charisma, for tracker class it would be Wisdom, for tidal it would be Strength. Choose Charisma if you want to focus on spellcasting. Constitution is also very important for each subclass (except maybe Strike), since it determines the number of breath weapon uses your dragon has, and their hit points. Choose proficiency in Intimidation, and Perception or Stealth.
Class Features
As a Dragon, you gain the following class features.
Hit points
Hit dice: determined by your species
Hit points at 1st level: maximum value on your hit dice + your constitution modifier
Hit points at higher levels: species hit dice (or 4(d6), 5(d8), 6(d10), 7(d12))+ your constitution modifier per dragon level after 1st
Proficiencies
Armor: Light armor (barding)
Weapons: none, natural weapons, breath weapon
Tools: Saddles
Saving Throws: Wisdom, and one from your subclass at 3rd level
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, or Survival
Equipment
You’re a dragon. You don’t start with equipment. You do, however, start with a home or nest, often a cave or mountain lair.
Dragon Table
| Level | Proficiency Bonus | Features | Breath weapon dice |
| 1st | +2 | Scaly Defense, Rider | 0 |
| 2nd | +2 | Flight, Breath Weapon | 1 |
| 3rd | +2 | Dragon Subclass | 1 |
| 4th | +2 | Ability Score Increase | 2 |
| 5th | +3 | Multiattack, Rider Melee Attack | 2 |
| 6th | +3 | Subclass Feature | 2 |
| 7th | +3 | Species Feature | 2 |
| 8th | +3 | Ability Score Increase | 3 |
| 9th | +4 | Legendary Resistance | 3 |
| 10th | +4 | Subclass Feature, Speed Increase | 3 |
| 11th | +4 | Species Feature | 3 |
| 12th | +4 | Ability Score Increase | 3 |
| 13th | +5 | 2 Legendary Resistances | 4 |
| 14th | +5 | Subclass Feature | 4 |
| 15th | +5 | Multiattack, 2 Rider Melee Attacks | 4 |
| 16th | +5 | Ability Score Increase | 4 |
| 17th | +6 | Species Feature, Speed Increase | 5 |
| 18th | +6 | 3 Legendary Resistances | 5 |
| 19th | +6 | Ability Score Increase | 5 |
| 20th | +6 | Legendary Actions | 5 |
Scaly Defense
As a dragon, you have scales which are more hardy than skin. While you are not wearing any armor, your armor class is 10 + your dexterity modifier (minimum 0) + your constitution modifier (minimum 0).
Rider
Your dragon can support a rider on its back. During combat, you share the initiative roll of your rider, if you have one, and you take your actions after they do. As per the normal rules, you can only support a creature that is at least one size smaller than you, unless stated otherwise in a species feature or elsewhere. While you have a rider on your back (as per normal rules), you cannot use your melee attacks. You can, however, use your breath weapon and other abilities that do not require the use of your legs, such as innate spells. At 5th level, you can make one melee attack when you take the attack action, with a rider on your back. At 15th level, this increases to two melee attacks.
Species Features
Each species of dragon is unique, so you also gain features specific to your species of dragon. You gain some features starting at 1st level, since it is your race. The true dragons, as well as several others are detailed at the end of this class description. You gain additional species features at 7th, 11th, and 17th levels.
Flight
Starting at 2nd level, your dragon gains a flying speed equal to its base walking speed (unless it does not have wings, your DM says no, or otherwise stated in your species). If your dragon does not have wings, and again at 10th level, and at 17th level you may choose one of the following options:
- One type of speed you already have increases by 10 ft.
- You gain a climbing speed equal to your base walking speed.
- You gain a swimming speed equal to your base walking speed.
- You gain a burrowing speed of 5 ft. (you cannot burrow through solid rock unless otherwise stated)
Breath Weapon
Also at 2nd level, you gain access to your breath weapon. At second level, your breath weapon does one die of damage, plus your Constitution modifier. The damage increases as shown in the dragon class table. You can always add your Constitution modifier to the total damage of your breath weapon. Unless stated otherwise, you can use your breath weapon a number of times equal to your proficiency bonus + your constitution modifier. If your Constitution modifier is negative, treat the number as a zero when determining your number of breath weapon uses. You recover half of the expended uses of your breath weapon during a short rest, and all of them during a long rest.
If your breath weapon requires a saving throw, the save DC is 8 + your proficiency bonus + your Constitution modifier. This same DC applies to several other abilities available to you.
If your breath weapon is an area of effect attack (usually a cone or a line), it uses your entire action to use your breath weapon once. If your breath weapon is a single target attack, it replaces one attack, rather than using your entire action. This means that after 5th level, a dragon such as a night fury, which has a single-target breath weapon, can use its breath weapon two or three times with the multiattack feature in one turn. Each use of your breath weapon still counts against your total, whether it takes your whole action, or a single attack. Your species and class features also have additional information on your breath weapon.
Dragon Subclasses
At 3rd level, you may choose a subclass of dragon from Chromatic, Metallic, or Gem, detailed at the end of this class description. Your dragon’s species has a specific subclass associated with it, and its abilities will make the most sense if you align this choice, however, you do not have to, and can create some interesting combinations if you choose a different subclass. This choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.
Ability Score Increase
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Keep in mind that many feats will not work well with a dragon. Most would work, except those that involve using weapons or a shield. Those that involve talking only work well with the Chromatic, Metallic, or Gem dragons, since they can learn to speak common.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. As defined under Rider, the number of attacks you can make in a single turn decreases by one if you have a rider on your back.
The number of attacks increases to 3 at 15th level (with no rider).
Legendary Resistance
At 9th level, your dragon gains 1 use of legendary resistance, meaning if you fail a saving throw, you can choose to succeed instead. At 13th level, this increases to 2, and 3 at 18th level. You regain all uses of legendary resistance after a long rest.
Legendary Actions
At 20th level, you gain the use of two legendary actions. These actions can be used only at the end of another creatures’ turn. You regain all spent legendary actions when you roll initiative (Note: this is different from normal legendary actions which you get per round, here you get two legendary actions per combat encounter, and regain them when you roll initiative again). The following are standard legendary actions. Additional legendary actions may be granted by your class or species.
Detect. You make a Wisdom (Perception) check.
Tail Attack. You make a tail attack.
Wing Attack (Costs 2 Actions). You beat your wings. Each creature within 15 feet of you must succeed a Dexterity saving throw with a DC equal to your breath weapon save DC, or take 2d6 + your strength score bludgeoning damage and be knocked prone. You can then fly up to half your flying speed without taking opportunity attacks. If you do not have wings, this legendary action is not available to you.
Spellcasting
Many dragons are able to cast spells, from species features, from subclasses, or other features. Unless otherwise stated, dragons use Charisma as their spellcasting ability. Your bonus to hit with spell attacks is your charisma modifier + your proficiency bonus; your spell save DC is 8 + your proficiency bonus + your charisma modifier.
Optional Feature: Innate Spellcasting
Optionally, your dragon can innately cast a number of spells equal to its charisma modifier (or your charisma modifier + your proficiency bonus, if your DM allows and more spellcasting is desired). Each spell can be cast once per day (unless it is a cantrip), requiring no material components. The spell’s level can be no higher than ⅓ your level (rounded down). For example, at level 1 you can have only cantrips, at level 3 you can have 1st level spells. The maximum spell level you can cast is 6th, once you reach level 20 and above. You can switch out one of these spells for a different one any time you level up, and add another any time your charisma modifier or your proficiency bonus increases.
Subclasses
Metallic prerequisite: intelligence of 8+, Good alignment
Representative species: Gold dragon, Bronze dragon, Brass dragon, Copper dragon, Silver dragon
Metallic dragons are very intelligent, sentient creatures. They are good aligned, but show much variety within that alignment. They have metallic-colored scales.
Perceptive + Proficiencies. When you choose this class at 3rd level, you gain proficiency in medium armor, perception, and Charisma saving throws. You also learn to speak and read Draconic and one other language of your choice, usually Common.
Frightful Presence. Starting at 6th level, you can use a bonus action to frighten your enemies. Each creature within 30 ft. must succeed a wisdom saving throw, or be frightened of you for 1 minute. They can remake the saving throw at the end of each of their turns. The DC for this saving throw equals your intimidation check. Once you use this feature, you cannot do so again until you finish a long rest.
Polymorph. Starting at 10th level, you can use an action to magically polymorph into a humanoid or beast that has a challenge rating less than your current level, or back into your true form. You revert to your true form if you are reduced to 0 hit points, or if you dismiss it (no action required). Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).
In the new form, you retain your alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Your statistics and capabilities are otherwise replaced by those of the new form, except for any class features or legendary actions of that form. You can stay in this polymorphed form for a number of hours equal to half your dragon level, rounded down. Once you use this feature you cannot do so again until you finish a long rest.
Elemental Investiture. Starting at 14th level, all of your melee weapon attacks (tail, claws, bite, etc.) do an additional 1d8 damage of the same type as your breath weapon.
Chromatic prerequisite: intelligence of 8+, Evil alignment
Representative species: Red dragon, Blue dragon, Green dragon, White dragon, Black dragon, Blue guard drake
Chromatic Dragons are just as intelligent as the metallics, but they are evil aligned. They have various colored hues in their scales.
Perceptive + Proficiencies. When you choose this subclass at 3rd level, you gain proficiency in Perception, Deception, and Strength saving throws. You also learn to speak and read Draconic and one additional language of your choice if you do not already.
Frightful Presence. Starting at 6th level, you can use a bonus action to frighten your enemies. Each creature within 30 ft. of you must succeed a wisdom saving throw, or be frightened of you for 1 minute. They can remake the saving throw at the end of each of their turns. The DC for this saving throw equals your intimidation check. Once you use this feature, you cannot do so again until you finish a long rest.
Death Spells Starting at 10th level, when you reduce another creature of CR 1 or higher to zero hit points, you gain a spell point. Your spell points can be used one at a time to cast a spell of 1st level or lower, or they can be expended together to cast a higher-level spell. For example, if you have four spell points, you can cast 1 fourth-level spell, 2 second-level spells, or 4 first-level spells. These spells must be from the Warlock spell list, and you may save them for as long as you wish, but if you are reduced to 0 hit points, you lose all saved spell points. Charisma is your spellcasting ability for these spells. See the optional spellcasting feature for additional information.
Death Claws Starting at 14th level, any melee weapon attack you make does an additional 1d8 of damage of the same type as your breath weapon.
Gem prerequisite: intelligence of 8+, Neutral alignment
Representative species: Sapphire dragon, Obsidian dragon, Diamond dragon, Amethyst dragon, Emerald dragon, Topaz Dragon, Crystal Dragon
Gem dragons are the lesser-known, neutral counterparts of the Metallic and Chromatic dragons. As such, they are sentient. Their scales are semi-translucent, and they have innate psionic abilities.
Perceptive + Proficiencies. When you choose this subclass at 3rd level, you gain proficiency in Perception, and Constitution saving throws.
Psychic Spellcasting. Also at 3rd level, your psychic abilities give you access to 5 spells. These spells must come from the Wizard spell list. Each spell must be of a level equal to or less than ⅓ your dragon level, rounded down. You may cast each of these spells once per day, unless you choose a cantrip, in which case you may cast it at will. You may choose a maximum of 2 cantrips. For example, when you choose this subclass at 3rd level, you may choose up to 2 cantrips, and 3 other level 1 spells, 1 cantrip and 4 level 1 spells, or 5 level 1 spells. You can choose to use Intelligence as your spellcasting ability for all of your spells, rather than Charisma. Your psionic spells are in addition to the spells given by the optional spellcasting feature.
Natural Gem Maker. Starting at 6th level, any time you take a long rest on or in rocky material, you spawn a single gem or crystal within 10 ft. The type of gem (except for a spell gem) is determined by the color of your scales, sapphire for blue, diamond for white, emerald for green, ruby for red, etc. The kind of gem is determined by a roll on the following table:
1-40 A gem worth 10 gp
41-60 A gem worth 50 gp
61-70 A gem worth 100 gp
71-75 A gem worth 500 gp
76-78 A gem worth 1000 gp
79-80 A gem worth 5000 gp
81-84 A Gem of Brightness (uncommon)
85-90 An Elemental Gem (uncommon)
91-97 A Spell Gem
1-20 Cantrip
21-40 1st level spell
41-55 2nd level spell
56-68 3rd level spell
69-78 4th level spell
79-86 5th level spell
87-92 6th level spell
93-97 7th level spell
98-99 8th level spell
100 9th level spell
98-99 A Gem of Seeing (rare)
100 A Loadstone (rare)
Change Shape. Starting at 10th level, you can use a bonus action to change your shape. You can turn into any creature that is Medium or Small, but the only thing that changes is your shape and size. All your other abilities, features, and game statistics remain the same. This transformation can last a number of hours equal to your proficiency bonus. Otherwise it ends if you are reduced to 0 hit points, or you use a bonus action to end it. Once you use this feature, you cannot do so again until you complete a short rest.
Psychic Step. Starting at 14th level, you can use a bonus action to teleport to an unoccupied space within 60 ft. that you can see.
Legendary Actions. When you gain legendary actions at level 20, you can use both at once to use your Psychic Step ability, or to cast a spell of 3rd level or lower.
Chromatic Dragons
Chromatic dragons include Black, Blue, Green, Red, and White dragons. Chromatics are incredibly strong and powerful, and they tend towards evil alignments. They don’t care much about preserving life, but about preserving their own reputations, as well as amounting wealth.
Playing a Black Dragon
Black dragons are typically chaotic evil. They delight in the suffering and death of what they deem to be lesser creatures. A black dragon that joins an adventuring party is almost certainly doing it for selfish purposes, and will betray the party if it sees enough benefit. Black dragons that aid other creatures or are neutral in alignment are incredibly rare, and are a product of an unusual environment. Consider carefully why you joined a party, especially if you have a rider. Did you make a pact with your rider for your mutual benefit? Or maybe you have been forced into a magical contract and resent being controlled, vowing one day to seek vengeance.
Primary subclass: Chromatic
Secondary subclasses: Tidal
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Black dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to acid damage.
Proficiencies. You are proficient in Intimidation.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a cone of acid. Starting at 2nd level you can breathe out a 15-ft. cone of acid as an action. Any creature in that area must succeed a Dexterity saving throw or take acid damage equal to 1D8 times your number of breath weapon dice, they take half damage on a success.
Swamp Dweller. You have advantage on Dexterity (stealth) checks to hide in murky/dirty water.
Amphibious. You can breathe both air and water.
Swamp Control, 7th level species feature. Beginning at 7th level, you gain some control over water. As an action, you can target up to 10 gallons of water within 30 ft. That water becomes foul and dirty. Any creature that tries to drink it immediately regurgitates.
In addition, once per long rest you can target a pool of water and send out a grasping tide. Choose up to 3 targets within 10 ft. of a body of water. You must be able to see the targets, and they must be within 60 ft. of you. Each target must succeed a Strength saving throw or be pulled 10 ft. into the water and knocked prone. The save DC for this ability is equal to your breath weapon save DC. Once you use this feature, you cannot do so again until after you complete a long rest.
When you gain legendary actions at level 20, you can expend one to use your swamp control.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone.
In addition, you can expend 1 use of your breath weapon to add 1d6 acid damage to your bite attacks for 1 minute.
Summon Underlings, 17th level species feature. Starting at 17th level, you can use an action to summon underlings to your aid. They appear in an unoccupied space within 20 ft. of you. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you, and they need not understand the language you’re speaking). If you don’t issue any commands to them, they defend themselves and you from hostile creatures, but otherwise take no actions. They remain for 1 hour or until reduced to 0 hit points. Roll on the following table to determine what is summoned.
| D12 | Summoned creature |
| 1 | 1 shambling mound |
| 2 | 3 kobolds |
| 3 | 2 winged kobolds |
| 4 | 2 giant centipedes |
| 5 | 2 swarms of insects (centipedes) |
| 6 | 5 scorpions |
| 7 | 1 giant scorpion |
| 8 | 2 lizardfolk |
| 9 | 2 swarms of insects (wasps) |
| 10 | 1 giant toad |
| 11 | Roll twice on this table, ignoring this result if rolled again |
| 12 | Choose a number from 1-10, summoning the creatures from that line |
Once you use this feature, you cannot do so again until you finish a long rest.
Playing a Blue Dragon
Blue dragons are typically evil. They are not necessarily cruel or malicious, but they will not hesitate to kill or torture if it serves their purposes. Blue dragons are native mostly to sandy or rocky deserts.Their breath weapon is a jet of lightning. No matter what your reason for joining an adventuring party, you are connected to sand and storms.
Primary subclass: Chromatic
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Charisma by 1.
Size. Blue dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft. You cannot burrow through solid rock or stone.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to lightning damage.
Proficiencies. You are proficient in Deception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a line of lightning. Starting at 2nd level, you can breathe out a 30-ft. line of lightning as an action. Any creature in that area must succeed a Dexterity saving throw or take lightning damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
Desert Dweller. You are accustomed to extreme heat, as well as dry conditions and sandstorms. You suffer no ill effects from extreme heat. You are also unaffected by nonmagical lightning or sand storms.
Burrower. You can hold your breath for up to 1 hour at a time.
Sand Trapper, 7th level species feature. Beginning at 7th level, you gain further expertise with sand and rock. By spending 10 minutes uninterrupted you can make a pit trap up to 20 ft deep and up to 10 ft. in diameter. Make a deception check with advantage to determine the DC to spot the trap. It is triggered when a small or larger creature steps on the area of the top of the trap.
You also have advantage on Stealth or Deception checks to hide in dirt or sand.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a line that is 10 ft. wide and 50 ft. long.
Summon Minions, 17th level species feature. Starting at 17th level, you can use an action to summon underlings to your aid. They appear in an unoccupied space within 20 ft. of you. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves and you from hostile creatures, but otherwise take no actions. They remain for 1 hour or until reduced to 0 hit points. Roll on the following table to determine what is summoned.
| D12 | Summoned creature |
| 1 | 1 dust devil |
| 2 | 3 ankheg |
| 3 | 1 bard |
| 4 | 2 acolytes |
| 5 | 3 dust mephits |
| 6 | 5 scorpions |
| 7 | 1 giant scorpion |
| 8 | 5 jackals |
| 9 | 3 camels |
| 10 | 2 Gnolls |
| 11 | Roll twice on this table, ignoring this result if rolled again |
| 12 | Choose a number from 1-10, summoning the creatures from that line |
Once you use this feature, you cannot do so again until you finish a long rest.
Playing a Green Dragon
Green dragons are the sneakiest of the chromatic dragons. They enjoy using misdirection against foes, using the terrain of their native forest homes to their advantage. They tend towards evil alignments.
Primary subclass: Chromatic
Secondary subclasses: Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Charisma by 1.
Size. Green dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 20 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to poison damage. You also have advantage on saving throws against poison.
Proficiencies. You are proficient in Deception.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a cone of poison gas. Starting at 2nd level you can breathe out a 15-ft. cone of gas as an action. Any creature in that area must succeed a Constitution saving throw or take poison damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Dragon of the Forest. You are unhindered by difficult terrain caused by plants or earth.
Hold Breath. You can hold your breath for up to 1 hour at a time.
Power of the Woods, 7th level species feature. Beginning at 7th level, you know the spells fog cloud, entangle, and find familiar innately, requiring no material components. Your spellcasting ability for these and all of your spells is Charisma, your spell save DC is 8 + your Charisma modifier + your proficiency bonus, your spell attack bonus is your Charisma modifier + your proficiency bonus. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, a creature that fails its saving throw is poisoned for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Manipulate Servant, 17th level species feature. Starting at 17th level, you can cast the spell Geas innately, requiring no material components. Once you cast this spell, you cannot do so again until you complete a long rest.
Playing a Red Dragon
Red dragons are the most aggressive and covetous of dragons. They seek treasure relentlessly and enjoy the killing and suffering of others to get it. They tend towards evil alignments.
Primary subclass: Chromatic
Secondary subclasses: Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Charisma or Constitution (your choice) by 1.
Size. Red dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 20 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to fire damage.
Proficiency. You are proficient in your choice of Intimidation, Stealth, or Perception.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a cone of fire. Starting at 2nd level you can breathe out a 30-ft. cone of fire as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Fiery. You know one fire-based cantrip of your choice: fire bolt, create bonfire, control flames, or produce flame. Your spellcasting ability for any of your spells is Charisma.
Heat of the Earth, 7th level species feature. Beginning at 7th level, you know the spells earth tremor, stinking cloud, and heat metal innately, requiring no material components. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. cone.
Born of Fire, 17th level species feature. Starting at 17th level, you become immune to fire damage. You can also cast the spell Gate innately requiring no material components, but only to the elemental plane of fire. Once you cast this spell you cannot do so again until you complete a long rest.
Playing a White Dragon
Primary subclass: Chromatic
Secondary subclasses: Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. White dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You can also burrow through ice or snow at half speed.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to Cold damage.
Proficiencies. Choose one from Perception or Stealth.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. If you attack with your tail, it has a reach of 10 ft., and you can choose to try and shove the target as part of the attack, though it does the damage of a normal unarmed strike.
Breath Weapon. Your breath weapon is a cone of cold. Starting at 2nd level you can breathe out a 15-ft. cone of cold as an action. Any creature in that area must succeed a Constitution saving throw or take cold damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Power of Cold. You know your choice of cantrips, choose either frost bite or ray of frost. You can cast this cantrip innately, requiring no material components.
Icy Walk. You can move across and climb icy or snowy surfaces without slipping, without an ability check. You are also not slowed by difficult terrain caused by ice or snow.
Icy Magic, 7th level species feature. Beginning at 7th level, you can cast the following spells innately at their base levels, requiring no material components: fog cloud, ice knife, locate animals or plants, ice storm, locate creature. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, a creature who fails the saving throw has their speed halved for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Arctic Power, 17th level species feature. Starting at 17th level, you can cast the spells control weather, and wall of ice once each innately, requiring no material components. Once you cast one of these spells, you cannot cast that spell again until you complete a long rest.
Deep Dragon
Playing a Deep Dragon
Deep dragons, also known as fungus dragons, dwell in the underdark. They have pale eyes and smooth skin. They hoard treasure just like the true dragons, rolling over an area they claim as their own in the twisting tunnels beneath the earth. They hoard knowledge almost as much as treasure. They prefer manipulation and making deals over open combat, especially with creatures they view as lesser than themselves.
Primary subclass: Chromatic
Secondary subclasses: Strike, Gem, Mystery
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Strength score increases by 2, your Constitution or Charisma by 1.
Size. Deep Dragon wyrmlings are medium-sized. You can choose to start as a hatchling, or as a young dragon, in which case you start as Large. Your size increases according to the following table. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as wyrmling (medium) | Start Young (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft., or a swimming speed of 30 ft., your choice.
Typical Colors: Gray, black, dark green
Languages. You speak and understand Draconic and Undercommon.
Resistances. You are resistant to poison damage, and you have advantage on saving throws to resist poison.
Proficiencies. Choose one from Acrobatics, Perception, Stealth, Deception, and Persuasion.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. Your tail also has a reach of 10 ft., and you can try to shove a target as part of the attack, though it does the damage of a normal unarmed strike.
Breath Weapon. Your breath weapon is a 15-ft. cone of nightmare-inducing spores. When you use your breath weapon as an action, each creature in that area must succeed a Wisdom saving throw versus your breath weapon save DC or take psychic damage equal to 1d8 times your breath weapon dice. They take half damage on a success.
Tunnel Maneuvers. You can move through spaces up to one size too narrow for you at normal speed (10 ft. corridors or spaces if you are Huge, 5ft. if you are Large, 3ft. if you are Medium).
Superior Darkvision. You can see in dim light within 120 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.
Magic Decay. You can cast one cantrip of your choice innately, requiring no material components. Choose from poison spray, chill touch, sapping sting, or infestation.
Commanding Spores, 7th level species feature. Beginning at 7th level, you can use an action to release spores around a creature within 30 ft. of you that you can see. The target must succeed a Wisdom saving throw versus your breath weapon save DC. On a failure, they must use their reaction to make a melee weapon attack against a random creature within reach. If no targets are within reach, or the target can’t use its reaction, it takes 1d10 psychic damage.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, a creature who fails the saving throw against your breath weapon is frightened of you for 1 minute. They can remake the saving throw at the end of each of their turns, ending the frightened condition on a success.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the following spells innately at their base levels, requiring no material components: slow, grease, contagion, cloudkill, identify. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Metallic Dragons
Metallic dragons are the good-aligned counterparts of Chromatic dragons. They include Brass, Bronze, Copper, Gold, and Silver dragons. Radiant dragons are also included here, though they are not one of the five true Metallic dragons. Metallics match them in strength, size, and magic, but greatly outstretch them in moral strength. A Metallic dragon often still cares about amounting wealth, and about improving its own reputation, but they also care about the good creatures of this earth, and destroying evil.
Playing a Brass Dragon
Brass dragons are generally good creatures. They are protective of what is theirs, but will usually avoid hurting other creatures, instead leading them astray. Brass dragons are the most sociable of dragons, and love a good conversation. They will even resort to force if necessary, just to get others to talk to them.
Primary subclass: Metallic
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Charisma score increases by 2, your Strength by 1.
Size. Brass dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft. You cannot burrow through solid rock or stone.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Persuasion.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a line of lightning. Starting at 2nd level you can breathe out a 40-ft. line of fire that is 5 ft. wide as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice, they take half damage on a success.
Desert Dweller. You are accustomed to extreme heat, as well as dry conditions and sandstorms. You suffer no ill effects from extreme heat. You also cannot be Restrained by dirt or sand.
Burrower. You can hold your breath for up to 1 hour at a time.
Sandstorm, 7th level species feature. Beginning at 7th level, you can summon a whirlwind of sand. As an action, you can cause sand to swirl in a 20 ft. radius centered on you. Each creature in that area must succeed a strength saving throw or be pushed back 10 ft. The save DC is the same as your breath weapon save DC. The area also becomes heavily obscured for 1 round, and open flames in the area are extinguished. Once you use this feature, you cannot do so again until after you finish a long rest.
When you gain legendary actions at level 20, you can use one to create a sandstorm.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional type of breath weapon, sleep breath. You exhale sleep gas in a 30-ft. cone, any creature in that area must succeed a Constitution saving throw or fall unconscious for 1 minute. They can remake the saving throw at the end of each of their turns or if they take damage, ending the effect on a success.
Illusory Creatures, 17th level species feature. Starting at 17th level, you can cast the spell Major Image as if from a 6th level spell slot as an action with these differences:
-The illusion must be a Large or smaller creature
-You can conjure up to 3 illusions at once
The save DC for this spell is 8 + your Charisma modifier + your proficiency bonus. Once you use this feature, you cannot do so again until after you finish a long rest.
Playing a Bronze Dragon
Bronze dragons are generally good creatures. They live along the coast, collecting treasure from ships and travelers. They will rarely attack a ship, instead bartering or bargaining for what they want. Bronze dragons sometimes fulfill contracts with adventurers and armies to aid in battle, if it is a righteous cause. Perhaps you were contracted by your adventuring party to aid in their quest. Unless you are bound by another reason, you may abandon the party if they act unjustly or cannot provide the treasure you seek.
Primary subclass: Metallic
Secondary subclass: Tidal, Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Charisma by 1.
Size. Bronze dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to lightning damage.
Proficiencies. Choose one proficiency from Investigation, Insight, and Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a line of lightning. Starting at 2nd level you can breathe out a 40-ft. line of fire that is 5 ft. wide as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice, they take half damage on a success.
Thunderer. You know the cantrip Thunderclap. Your spellcasting ability for this spell and all spells you can cast is Charisma, spell save DC is 8 + your proficiency bonus + your Charisma modifier, spell attack bonus is your charisma modifier + your proficiency bonus.
Amphibious. You can breathe both air and water.
War Machine, 7th level species feature. Beginning at 7th level, you can disengage as a bonus action. You can also Help as a bonus action, but only to aid in an attack made by a creature riding on your back.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional type of breath weapon, repulsion breath. You exhale a 30-ft. Cone of repulsion, any creature in that area must succeed a Strength saving throw or be pushed 15 ft. away from you.
Coastal Weather, 17th level species feature. Starting at 17th level, you can cast the following spells innately at their base levels, requiring no material components: fog cloud, major image, thunderous smite, misty step, tidal wave. Once you cast one of these spells, you cannot cast that spell again until you finish a long rest.
When you gain legendary actions at level 20 you can expend both at once to cast one of these spells.
Playing a Copper Dragon
Copper dragons are almost always good aligned, and tend towards chaotic. They love music and entertainment, as well as tricks and humor. The best way to befriend one is to laugh at its tricks and add in a few jokes of your own. They may have many reasons for joining an adventuring party, possibly for money, or they think the party is funny, or for a more noble cause.
Primary subclass: Metallic
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Intelligence or Charisma (your choice) by 1.
Size. Copper dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to acid damage.
Proficiencies. You are proficient in Deception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a line of acid. Starting at 2nd level you can breathe out a 60-ft. line of acid that is 5 ft. wide as an action. Any creature in that area must succeed a Dexterity saving throw or take acid damage equal to 1D8 times your number of breath weapon dice, they take half damage on a success.
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.
Prankster. You know the Vicious Mockery cantrip, and the spell Tasha’s Hideous Laughter and can cast them innately, requiring no material components. Once you cast Hideous Laughter, you cannot do so again until you finish a long rest. Your spellcasting ability is Charisma, your spell save DC is 8 + your proficiency bonus + your Charisma modifier.
Awaken Tiny Beasts, 7th level species feature. Beginning at 7th level, you can awaken a tiny beast by spending at least one minute with the creature. At the end of that minute, the beast’s Intelligence increases to 10, and it learns to speak Draconic. The beast is under the DM’s control and so may or may not be friendly to you. Once you use this feature, you cannot do so again until you complete a long rest.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional type of breath weapon, slowing breath. You exhale gas in a 30-ft. cone, any creature in that area must succeed a Constitution saving throw against your breath weapon save DC or have their speed halved for 1 minute. In addition, they can take either an action or bonus action, not both, and they have disadvantage on Dexterity saving throws. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Stony, 17th level species feature. Starting at 17th level, you can cast these spells innately, requiring no material components: transmute rock, spike growth (the spikes are made of rock, not plants), and stone shape. Charisma is your spellcasting ability for these (and all of your) spells. Once you cast one of these spells, you cannot do so again until you finish a long rest.
Playing a Gold Dragon
Gold dragons are generally the most noble of all dragons, tending towards lawful good. They dedicate themselves to the destruction of evil, and the reward of morality. But they can also be aloof and grim. While playing a gold dragon, remember to uphold the highest standard of morality, and hold others in your party to that standard as well. You are unlikely to form close personal relationships, or to crack jokes very frequently.
Primary subclass: Metallic
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Charisma score increases by 2, your Strength by 1.
Size. Gold dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 20 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Persuasion.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Breath Weapon. Your breath weapon is a cone of fire. Starting at 2nd level you can breathe out a 30-ft. cone of fire as an action. Any creature in that area must succeed a Dexterity saving throw or take fire damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Guiding Light. You know the Guidance and Light cantrips innately, and can cast them without material components.
Hold Breath. You can hold your breath for up to 1 hour at a time.
Power of Words, 7th level species feature. Beginning at 7th level, if you roll a 9 or lower on a Charisma (persuasion) check or a Charisma (deception) check, you can treat the roll as a 10.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional type of breath weapon, weakening breath. You exhale debilitating gas in a 30-ft. cone, any creature in that area must succeed a Strength saving throw or have disadvantage on Strength based ability checks, Strength based attack rolls, and Strength saving throws for 1 minute. They can remake the saving throw at the end of each of their turns and if they take damage, ending the effect on a success.
Dream Plane, 17th level species feature. Starting at 17th level, you can cast the spells Dream and Banishment once each innately, requiring no material components. The save DC for this spell is 8 + your Charisma modifier + your proficiency bonus. Once you cast one of these spells, you cannot cast that spell again until you complete a long rest.
Radiant Dragon
Rarity: Mythical
Radiant dragons, also known as celestial dragons or star dragons, are gigantic dragons that usually live in the vacuum of space, descending every few years to a planet’s surface to feed, rest, and sometimes lay their eggs. They have sparkling golden scales and enormous long tails that spiral as they fly. Some humanoids regard them as good omens or godly creatures. They are not one of the five primary Metallic dragons, but they are numbered among the True dragons.
Playing a Radiant Dragon
Radiant dragons are rarely seen by most humanoids. As a radiant dragon, you are unaccustomed to dealing with people. Radiants will almost never descend to a life on the surface, and so would need a very good reason to join an adventuring party. Perhaps you owe one of the party members a life debt. Perhaps you were forced into a magical bond. Regardless, you tend to look down on the surface dwellers, seeing them as lower lifeforms. Your home is the sky.
Primary subclass: Metallic
Secondary subclasses: Strike, Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Charisma by 1.
Size. Radiant dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with so keep that in mind if you start as a young dragon. However, gargantuan is the true natural size of a radiant dragon since they are native to wide open spaces among the stars.
| Start as Wyrmling (medium) | Start Young (Large) | |
| 3rd | Large | Huge |
| 11th | Huge | Huge |
| 17th | Huge | Gargantuan |
Speed: Your base walking speed is 30 ft. When you gain flight at 2nd level, you can hover, and can even sleep while in the air.
Languages. You speak and read Draconic and Celestial.
Resistances. You are resistant to radiant damage.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. You also have a long tail (reach 10 ft.) that does 1d8 + your strength modifier bludgeoning damage. When you hit with a tail attack, you can choose to attempt to grapple the target. You can constrict a successfully grappled target as an attack, which does the damage of a critical strike with your tail, and is an automatic hit.
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.
Breath Weapon. Your breath weapon is a line of radiant energy. Starting at 2nd level you can breathe out a 30-ft. line of fire that is 5 ft. wide as an action. Any creature in that area must succeed a Dexterity saving throw or take radiant damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
Space Adapted. You can survive in the vacuum of space, meaning that low pressure does not affect you, you can still fly as normal without atmosphere, and low temperatures do not affect you either.
Light of the Stars. You can cast the cantrip Light. You also know the Daylight spell, and can cast it innately requiring no material components, though the origin is always self. Once you cast the spell, you cannot do so again until you finish a long rest.
When you gain legendary actions at level 20, you can use one to cast Daylight, or Light.
Reptilian Gorge, 7th level species feature. Beginning at 7th level, you have the ability to stock up on needed food and nutrients to prepare for long journeys. By intaking a large amount of food, water, or air, you can then go without that same resource for 1 week per hour you spent consuming that particular resource, up to 12 hours. Consuming food and water can be done at the same time, but intaking air must be done on its own. You cannot complete other tasks while gorging.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon is a line 50 ft. long and 10 ft. wide.
Truesight, 17th level species feature. Starting at 17th level, you can cast the spells True Seeing, Darkvision, and See Invisibility innately, requiring no material components. Once you cast a spell, you cannot do so again until you finish a long rest.
Playing a Silver Dragon
Primary subclass: Metallic
Secondary subclasses: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Intelligence by 1.
Size. Silver dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to Cold damage.
Proficiencies. Choose two from Arcana, History, Perception, or Stealth.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. If you attack with your tail, it does the same damage as a normal unarmed strike, but has a reach of 10 ft., and you can choose to try and shove the target as part of the attack.
Breath Weapon. Your breath weapon is a cone of cold. Starting at 2nd level you can breathe out a 30-ft. cone of cold as an action. Any creature in that area must succeed a Constitution saving throw or take cold damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Power of Cold. You know your choice of cantrips, choose either frost bite or ray of frost. You can cast these innately, requiring no material components.
Bolstering Winds. You can cast the spell Feather Fall innately, requiring no material components. Once you cast it, you cannot do so again until you complete a long rest.
Magic of the Air, 7th level species feature. Beginning at 7th level, you can cast the following spells innately, requiring no material components: fog cloud, gust of wind, wind wall, frost fingers, and stone shape. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional type of breath weapon, paralyzing breath. You exhale paralyzing gas in a 30-ft. cone, any creature in that area must succeed a Constitution saving throw versus your breath weapon save DC or be paralyzed for 1 minute. They can remake the saving throw at the end of each of their turns or if they take damage, ending the effect on a success.
Arctic Power, 17th level species feature. Starting at 17th level, you can cast the spells control weather, and wall of ice once each innately, requiring no material components. Once you cast one of these spells, you cannot cast that spell again until you complete a long rest. In addition, you cannot be forced closer to the ground unless you choose to. Any attack, spell, or other effects that would bring you lower has no effect.
Gem Dragons
Playing an Amethyst Dragon
Amethyst dragons are purple colored gem dragons, with sparkling semi-translucent crystalline hide. They, like all gem dragons, are typically neutral aligned. They have some innate control over the fundamental principles of the universe. They tend to have an interest in the arcana and principles that govern the planes of existence and cosmic forces, and they hoard magic items which have to do with such things.
Primary subclass: Gem
Secondary subclasses: Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Constitution score increases by 2, your Intelligence by 1.
Size. Amethyst dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 30 ft. When you gain a flying speed at 2nd level, you can hover in place.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to force damage and psychic damage.
Proficiencies. You are proficient in Arcana.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a singularity that releases force in a 15 ft. cone. Starting at 2nd level you can breathe out a 15 ft. cone of force as an action. Any creature in that area must succeed a Strength saving throw against your breath weapon save DC or take force damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Amphibious. You can breathe both air and water.
Explosive Crystal, 7th level species feature. Beginning at 7th level, you can spit out an amethyst crystal as an action. Choose a point within 90 ft. All creatures with a 20-ft. radius of that point must succeed a Dexterity saving throw against your breath weapon save DC or take force damage equal to 1d4 times your breath weapon dice, and be knocked prone. They take half damage and are not knocked prone on a success.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, a creature that fails its saving throw against your breath weapon has its speed reduced to 0 until the start of your next turn.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the following spells once per day innately, requiring no material components: forcecage, legend lore, clairvoyance, and charm monster.
Playing a Crystal Dragon
Crystal dragons bring a bright, positive life to the frigid arctic places they inhabit. You have an innate connection to the Positive Plane, making you one of the most nurturing, optimistic, and friendly of the dragons. You enjoy sparkling light, putting it in your hoard, and observing it in the stars.
Primary subclass: Gem
Secondary subclass: Metallic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Charisma score increases by 2, your Constitution by 1.
Size. Crystal dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft., and you can burrow through solid ice.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to cold damage and radiant damage.
Proficiencies. Choose one from Perception, Stealth, Survival, and Persuasion.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a brilliant light. Starting at 2nd level, you can breathe out a 15 ft. cone of radiance as an action. Any creature in that area must succeed a Constitution saving throw against your breath weapon save DC or take radiant damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Guiding Light. You know the guidance and dancing lights cantrips, and can cast them innately, requiring no material components.
Telepathy, 7th level species feature. Beginning at 7th level, you gain telepathy out to a number of feet equal to 10 times your Charisma modifier, minimum of 10. A creature must speak at least 1 language to be able to understand and reply to you, but it does not need to be a language you speak.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, you gain 10 temporary hit points when you use your breath weapon.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the spell guiding bolt at its base level at will innately, requiring no material components. You can also cast the following spells once per day innately, requiring no material components: bones of the earth, clairvoyance, skywrite, and druid grove.
Playing a Diamond Dragon
Diamond dragons have sparkling semi-translucent crystalline hide that glistens with each movement. They are neutrally aligned, usually siding with balance and avoiding conflict. They are highly conversational, and non-aggressive. As a Diamond Dragon, remember that you usually try to avoid confrontation.
Primary subclass: Gem
Secondary subclasses: Boulder
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Charisma by 1.
Size. Diamond dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to radiant damage.
Proficiencies. You are proficient in Persuasion.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a cone of white light. Starting at 2nd level you can breathe out a 15-ft. cone of radiance as an action. Any creature in that area must succeed a Constitution saving throw against your breath weapon save DC or take radiant damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Diamond Hide. Your base armor class increases by 1 while you are not wearing armor.
Inner Shine. You know the cantrip Light. At 5th level, you can also cast the spell Hypnotic Pattern. You can cast these spells innately, requiring no material components. Once you cast Hypnotic Pattern you cannot do so again until you complete a long rest.
Blinding Lights, 7th level species feature. Beginning at 7th level, you also learn the spell Blinding Smite, and can cast it innately, requiring no material components. Once you cast this spell, you cannot do so again until you complete a long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone.
In addition, a creature that fails the saving throw against your breath weapon also becomes blinded for 1 minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Awaken Stone, 17th level species feature. Starting at 17th level, you learn three more spells: Clairvoyance, Stone Shape, and Wall of Stone, which you can cast innately, requiring no material components. The spell save DC for these spells is the same as for your other spells. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Playing an Emerald Dragon
Emerald dragons are cunning, elusive, and curious dragons. As an emerald dragon, you have an innate curiosity of the way people live, but you are loathe to be discovered. You prized the ability to use illusions to disguise yourself and protect your hoard.
Primary subclass: Gem
Secondary subclass: Strike
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Constitution score increases by 2, your Charisma by 1.
Size. Emerald dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to fire damage and psychic damage.
Proficiencies. Choose one from Perception, Stealth, Arcana, and Deception.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a cloud of psychic dissonance. Starting at 2nd level, you can breathe out a 15 ft. cone of disorienting breath as an action. Any creature in that area must succeed an Intelligence saving throw against your breath weapon save DC or take psychic damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Illusionist. You know the cantrip minor illusion, and can cast it innately, requiring no material components. You can also cast the disguise self spell once per day innately, requiring no material components.
Emerald Embers, 7th level species feature. Beginning at 7th level, as an action, you can expend one use of your breath weapon to cause a mote of green flame to dance around one creature you can see within 60 ft. The creature must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take 4d8 fire damage. They take half as much damage on a success.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, when a creature fails it’s saving throw against your breath weapon, they must subtract a d6 from attack rolls and ability checks for the next minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the following spells once per day innately, requiring no material components: clairvoyance, conjure animals (you can only summon giant lizards), charm person, invisibility, and raulothim’s psychic lance. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Playing an Obsidian Dragon
Obsidian dragons are regarded as abominations by most of dragonkind. They are said to be unholy combinations of a gem dragon and a red dragon, born of the earth. Their scales have razor-sharp edges, and they have a connection to volcanic areas of the earth. They tend to enjoy destruction and death as a way of life.
Primary subclass: Gem
Secondary subclasses: Chromatic, Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Constitution score increases by 2, your Strength by 1.
Size. Obsidian dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a burrowing speed of 10 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to fire damage and poison damage.
Proficiencies. You are proficient in Intimidation.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Obsidian Scales. A creature that is grappling you takes 1d8 slashing damage at the beginning of each of your turns. In addition, when a creature within 5 ft. hits you with a melee attack, you can use your reaction to reduce your unarmored armor class by 1, and force them to make a Dexterity saving throw versus your breath weapon save DC. On a failure, they take 1d8 slashing damage. You can reduce your armor class to a minimum of 10 with this feature. Your armor class resets after a long rest.
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.
Breath Weapon. Your breath weapon is a 15 ft. cone of molten lava. Any creature in that area must succeed a Dexterity saving throw against your breath weapon save DC or take fire damage equal to 1D6 times your number of breath weapon dice. They take half damage on a success. In addition, the lava hardens on the ground and turns the area into difficult terrain.
Igniting Fire, 7th level species feature. Beginning at 7th level, creatures that you do fire damage to are ignited for 1 minute. At the start of each of their turns they take 1d8 fire damage. They can end this ignition early if they or another creature within 5 ft. uses an action to extinguish it, or they move through at least 1 gallon of water.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, the lava remains hot until the beginning of your next turn. During that time, a creature that enters or starts its turn in that area takes 2d8 fire damage.
Heat of the Earth, 17th level species feature. Starting at 17th level, you can use an action to open up a fissure in the earth within 120 ft. The fissure can be up to 30 ft. long and 10 ft. wide, and 1d6 x 10 ft. deep. Creatures in that area must succeed a Dexterity saving throw against your breath weapon save DC or fall into the fissure. In addition to falling damage, a creature that falls in takes fire damage equal to 1d6 times your breath weapon save DC.
Obsidian Dragonborn
Obsidian dragonborn have the following traits, in addition to the basic traits.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of a 15 ft. cone of molten lava. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). In addition, the area your breath weapon covered becomes difficult terrain.
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance
You have resistance to fire damage.
Obsidian Scales
Starting at 5th level, A creature that is grappling you takes 1d8 slashing damage at the beginning of each of your turns. In addition, when a creature within 5 ft. hits you with a melee attack, you can use your reaction to reduce your unarmored armor class by 1, and force them to make a Dexterity saving throw versus your breath weapon save DC. On a failure, they take 1d8 slashing damage. You can reduce your armor class to a minimum of 10 with this feature. Your armor class resets after a long rest.
Playing a Sapphire Dragon
Sapphire dragons are the most war-like of the gem dragons. You enjoy the clash of conflict, and the heat of battle, seeing it as an art. When creating a hoard, you value items that have some military significance, weapons, maps or accounts of great battles, and the like. In particular, your kind harbor a hatred for aberrations and other creatures from the Far Realm.
Primary subclass: Gem
Secondary subclass: Sharp, Boulder, Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Sapphire dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a climbing speed of 30 ft.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to lightning damage and thunder damage.
Proficiencies. Choose one from Perception, Stealth, History, and Persuasion.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a debilitating breath. Starting at 2nd level, you can breathe out a 15 ft. cone of debilitating, high-pitched sound as an action. Any creature in that area must succeed a Constitution saving throw against your breath weapon save DC or take thunder damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Spider Climb, 7th level species feature. Beginning at 7th level, you can climb on difficult surfaces, including on walls and upside-down on ceilings, without needing to make an ability check.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, when a creature fails its saving throw against your breath weapon, they must choose whether they get a move, an action, or a bonus action; they get only one of the three, for the next minute. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the following spells once per day innately at their base levels, requiring no material components: clairvoyance, conjure animals (you can only summon giant spiders), charm person, stone shape, thunderwave (3rd level), and rary’s telepathic bond. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Playing a Topaz Dragon
Topaz dragons have an innate connection to the negative plane, often making them grumpy and morbid. You are fascinated by breaking down and decay, as well as the new growth and development that decay makes room for. You may enjoy destroying decaying plants, or knocking down broken buildings. Most topaz dragons are interested in undead, and creation magic.
Primary subclass: Gem
Secondary subclass: Chromatic, Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Strength score increases by 2, your Intelligence or Charisma by 1.
Size. Topaz dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft. You also have a swimming speed of 30 ft., though you generally hate the water, entering it begrudgingly.
Languages. You speak and read Draconic and Common.
Resistances. You are resistant to necrotic damage and cold damage.
Proficiencies. Choose one from Perception, Stealth, and Intimidation.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
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.
Breath Weapon. Your breath weapon is a desiccating breath. Starting at 2nd level, you can breathe out a 15 ft. cone of necrotic energy as an action. Any creature in that area must succeed a Constitution saving throw against your breath weapon save DC or take necrotic damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Amphibious. You can breathe both air and water.
Entropic Magic, 7th level species feature. Beginning at 7th level, you can cast the following spells innately, requiring no material components: chill touch, bane, control water, create or destroy water, fabricate. Once you cast one of these spells, you cannot cast it again until you complete a long rest (unless it’s a cantrip, then you can cast it at will).
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, when a creature fails its saving throw against your breath weapon, they are weakened until the end of their next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and Strength-based attacks they make do half damage.
Lair Powers, 17th level species feature. Starting at 17th level, you can cast the following spells once per day innately at their base levels, requiring no material components: clairvoyance, negative energy flood, charm person, anti life shell, dispel magic (4th level), and conjure animals (you can only summon giant squid). Once you cast one of these spells, you cannot do so again until you complete a long rest.
Lesser Dragons
The so-called “lesser dragons” include a variety of creatures from the tiny pseudodragon to the great dragon turtle. They include: ambush drakes, dragon turtles, faerie dragons, guard drakes, pseudodragons, and wyverns. Also included here are shadow dragons, which are actually True dragons that have been cursed with an altered, shadowy form. They may be called lesser dragons because they are not part of the principle 15, but they can be powerful allies and foes.
Playing an Ambush Drake
Ambush drakes are the wolves of dragons. They are quick, stealthy, and hunt in packs. They are difficult to befriend at first because they see you as food. But if you are able to befriend it, it will treat you as a beloved member of its pack.
Primary subclass: Sharp
Secondary subclasses: Tracker
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level:10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom by 1.
Typical colors: Forest green or brown, to blend in with their environment
Size. Baby Ambush drakes are small-sized. You can choose to start as a wyrmling, or as a young drake, in which case you start as medium. Your size increases according to the following table.
| Start as wyrmling (small) | Start young (medium) | |
| 3rd | Medium | medium |
| 11th | Medium | Large |
| 17th | Large | Large |
Speed: Your base walking speed is 35 ft. You do not have wings, and so cannot fly by non magical means. You can however learn to climb, swim, or burrow.
Languages. You speak draconic.
Resistances. You are resistant to poison damage.
Proficiencies. You are proficient in Stealth.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d10 + your strength modifier, and a claw attack that is the same but instead does slashing damage. Both have a reach of 5 ft.
When you gain legendary actions at level 20, you can use one to make a bite attack.
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.
Choose one: either Breath Weapon, or Empowered Strikes
Breath Weapon. Ambush drakes do not normally have a breath weapon, but with your DM’s permission you can use this optional breath weapon rule.
Your breath weapon is a 15 ft. cone of poison gas. All creatures in that area must succeed a Constitution saving throw, taking poison damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one.
Empowered Strike. If you choose not to have a breath weapon, you use this alternative rule. When you make a melee attack against a creature you have advantage on, you can choose to do additional damage (the same damage type as the attack) equal to 1d6 times your number of breath weapon dice. You can decide to do this damage after you roll but before you know if the attack will hit. This feature can be used as many times as your breath weapon would be.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5ft. of the creature and the ally isn’t incapacitated. This can only apply to one attack on your turn.
Feral Instinct, 7th level species feature. Beginning at 7th level, you have advantage on initiative rolls. You also gain proficiency in perception if you do not already have it.
Improved Breath Weapon/Empowered Strikes, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone. In addition, on a failed save an affected creature is poisoned for 1 minute. They can remake the savings throw at the end of each of their turns, ending the effect on a success.
If you chose the empowered strikes feature, when you make an empowered strike you can choose to also shove the creature, either knocking it prone or pushing it 5ft.
Superior Pack Tactics, 17th level species feature. Starting at 17th level, your allies have advantage on the first melee attack roll they make on their turn against any creature within 5ft. of you that is hostile to you, in addition to the above pack tactics rules.
Also, if you have an ally within 5ft. they have advantage on Strength and Dexterity saving throws.
Playing a Dragon Turtle
Dragon turtles are dragons of the deep. They are hardy, tough, and frequently greedy. They tend to be motivated by treasure or beautiful objects. Perhaps your adventuring party paid you to help them in their adventures. Or perhaps you owe them a debt.
Primary subclass: Tidal
Secondary subclasses: Metallic
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level:10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution score increases by 2, your Strength by 1.
Size. Dragon turtles are very large dragons. Even a wyrmling is large enough to be ridden. You can choose to start as a wyrmling or as a young dragon turtle. Keep in mind that if you start young, you may reach gargantuan size which can make game play very difficult, unless you’re spending most of your time in open water or other open spaces. Consult your DM. Your size increases according to the following table.
| Start as Wyrmling (large) | Start as Young dragon (large) | |
| 3rd | Large | Huge |
| 11th | Large | Huge |
| 17th | Huge | Gargantuan |
Speed: Your base walking speed is 25 ft. You also have a swimming speed of 30 ft. You have no wings and so cannot fly unless aided by magic. Bonuses from the Dragon class that would affect a flying speed instead affect your swimming speed.
Languages. You speak and understand Draconic and Aquan.
Resistances. You are resistant to fire damage.
Proficiencies. You are proficient in Investigation.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. You also have a tail attack that does bludgeoning damage equal to 1d8 + your strength modifier. When you use your tail to attack, you can choose to try and shove the target as a bonus action.
Breath Weapon. Your breath weapon is a 20 ft. cone of blistering steam. All creatures in that area must succeed a Dexterity saving throw, taking fire damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one. Creatures that are underwater are not resistant to this attack.
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.
Hold Breath. You can hold your breath for up to an hour at a time.
Natural Armor (this replaces the Scaly Defense feature from the dragon class). Your shell gives you a base AC of 17 (your Dexterity does not affect this number).
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are considered prone (though not upside-down), your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Steady. You have advantage on saving throws against being knocked prone. If you are knocked prone, you are instead flipped upside-down. To flip back over you must succeed a DC 10 Dexterity check. Flipping over uses all of your movement.
Underwater Camouflage, 7th level species feature. Beginning at 7th level, you have advantage on stealth checks while underwater. You also gain Darkvision to 60 ft.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 50-ft. cone.
Armor of Lightning, 17th level species feature. Starting at 17th level, as a bonus action you can expend one use of your breath weapon to surround yourself with lightning. When you do so, you gain 20 temporary hit points until the start of your next turn. Until all these temporary hit points are gone, any creature that touches you or hits you with a melee attack takes lightning damage equal to 1 times your breath weapon dice.
Playing a Dragonnel
As a dragonnel, you could be a wild, fickle predator, or you could have been raised as a domesticated flying mount. Wild dragonnels like to play with their food, and are prone to mood swings. Domestic dragonnels are very loyal to their riders, and can be trained for long flights, or for battle.
Primary Subclass: Sharp
Secondary Subclass: Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength increases by 2, your Dexterity by 1.
Size. If you start as a wyrmling your size is medium. If you start as a young dragon your size is large. Your size increases according to your level in the following table.
| Start as Wyrmling (medium) | Start Young (Large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You have advantage on saving throws made to avoid being pushed or knocked prone.
Proficiencies. You are proficient in your choice of either perception or acrobatics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your dexterity modifier, and a claw attack that does 1d6 + your dexterity modifier slashing damage.
Breath Weapon. Dragonnels generally do not have a breath weapon. But as a member of the dragon class, you can use the following feature.
Your breath weapon is a single-target attack with a range of 80/120. The damage is 1d6 times your breath weapon dice. The damage type can be fire, acid, cold, poison, lightning, force, radiant, necrotic, psychic, or thunder. At the start of play, you can determine the damage type by a roll of a d10. When you take damage of any of these types from a hostile creature, the damage type of your breath weapon changes to the damage type that you just took. If you take multiple damage types at the same time (such as from the flame strike spell), you can choose which damage type your breath weapon becomes.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
Flyby. If you are flying, you can disengage as a bonus action.
Mounty, 7th level species feature. Beginning at 7th level, if you let them, a creature friendly to you can mount or dismount you using only 5 ft. of movement. In addition, you can use your reaction to give a creature riding you advantage on a Strength or Dexterity saving throw.
Breath Weapon Improvement. 11th level species feature. Your breath weapon range becomes 120/300. You can also expend a breath weapon use as a bonus action to change the damage type of your breath weapon to a damage type of your choice.
Hit and Fly Tactics, 17th level species feature. Starting at 17th level, you do not provoke opportunity attacks when you fly out of an enemies’ reach. In addition, your flying speed increases by 10 ft.
Playing a Faerie Dragon
Primary subclass: Mystery
Secondary subclass: Metallic
Alignment: Faerie dragons are generally chaotic good, but some can turn to chaotic neutral or even chaotic evil. Faerie dragons are always chaotic unless they were raised in an unusual environment. When playing a faerie dragon, think about why it would abandon its home in the feywild. “Have I told you I’m an incurable prankster?”
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma by 1.
Size. Faerie dragons are more or less the size of a house cat. Your size is Tiny.
Speed. Your base walking speed is 30 feet.
Languages. You understand and speak Draconic and Sylvan.
Proficiencies. Choose one from Acrobatics, Arcana, Perception, and Stealth.
Bite. You have a bite attack that does 1d6 piercing damage, and has a reach of 5 ft. You can treat your bite attack as a finesse weapon.
Tail. You have a prehensile tail that can be used to grab things. You can carry things that weigh 1 ounce or less with your tail while unencumbered. If you attack with your tail, it does the damage of an unarmed strike, has a reach of 5 ft., and can be treated as a finesse weapon.
Magic Resistance. When you fail a saving throw against a spell, you can choose to reroll it. You must use the new roll. Once you use this feature, you cannot do so again until you complete a long rest.
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.
Breath Weapon. Your breath weapon is a spray of euphoric gas. You can only target 1 creature with your breath weapon, which must be within 5 ft. of you. The target must then succeed a Wisdom saving throw. The DC for this saving throw is 8 + your proficiency bonus + your charisma modifier. On a failure, roll a D6 for the following effects on the target’s next turn.
1-4 The target takes no actions or bonus actions, and uses all of its movement in a random direction.
5-6 The target stands in a euphoric stupor for its entire turn.
These effects last on the target for 1 minute. The target can remake the saving throw at the end of each of its turns, ending the effect on a success. At the beginning of each turn reroll a d6 to determine the target’s behavior. On a success, the target cannot take reactions for 1 round, but experiences no other ill effects.
Innate Spellcasting. This feature replaces the optional spellcasting feature. You can cast spells innately, requiring no material components. You gain additional spells as you level up, and your skin changes color. Your spellcasting ability for these spells is Charisma.
Spell Save DC= 8 + your proficiency modifier + your Charisma modifier
Spell Attack Bonus= your proficiency bonus + your Charisma modifier
At 1st level you learn 2 cantrips. Choose these and all your spells from the Wizard spell list. Starting at 2nd level, you learn an amount of spells equal to the number shown under breath weapon dice. You regain all expended spell slots during a long rest. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your dragon level (rounded up). For example, if you’re a 4th-level dragon, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You gain spell slots according to the following table.
| Dragon Level | Color | Spells Known | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th |
| 1st | Red | 0 | 2 | – | – | – | – | – | |
| 2nd | Red | 1 | 2 | 1 | |||||
| 3rd | Red | 1 | 2 | 1 | |||||
| 4th | Orange | 2 | 3 | 1 | |||||
| 5th | Orange | 2 | 3 | 1 | |||||
| 6th | Orange | 3 | 3 | 1 | |||||
| 7th | Yellow | 3 | 3 | 2 | 1 | ||||
| 8th | Yellow | 4 | 3 | 2 | 2 | ||||
| 9th | Yellow | 4 | 3 | 2 | 2 | ||||
| 10th | Green | 5 | 4 | 2 | 2 | 1 | |||
| 11th | Green | 5 | 4 | 2 | 2 | 1 | |||
| 12th | Green | 6 | 4 | 2 | 2 | 1 | |||
| 13th | Blue | 6 | 4 | 2 | 2 | 1 | 1 | ||
| 14th | Blue | 7 | 4 | 2 | 2 | 2 | 1 | ||
| 15th | Blue | 7 | 4 | 2 | 2 | 2 | 1 | ||
| 16th | Indigo | 8 | 4 | 2 | 2 | 2 | 1 | 1 | |
| 17th | Indigo | 8 | 4 | 2 | 2 | 2 | 1 | 1 | |
| 18th | Indigo | 9 | 4 | 2 | 2 | 2 | 2 | 1 | |
| 19th | Violet | 9 | 4 | 2 | 2 | 2 | 2 | 1 | 1 |
| 20th | Violet | 10 | 4 | 2 | 2 | 2 | 2 | 2 | 1 |
When you gain legendary actions at 20th level, you can expend both at once to cast a spell.
Telepathy, 7th level species feature. Starting at 7th level, you can communicate telepathically with any creature within 60 ft., as long as they speak a language you do.
Invisibility, 11th level species feature. Starting at 11th level, you can turn invisible as an action. This effect ends if you attack or cast a spell. Once you use this feature, you cannot do so again until you take a long rest.
Improved Breath Weapon, 17th level species feature. Starting at 17th level, your euphoric breath becomes a 15-ft. cone rather than a single target effect, and all creatures within the cone fall under its effects. In addition, they take radiant damage equal to 1d4 times your breath weapon dice on a failed save, or half as much on a success.
Playing a Guard Drake
Guard drakes are very loyal to a specific master, particularly the one who raised them from a wyrmling. Wild guard drakes are harder to tame but still have an instinct to obey a master. While playing a guard drake, remember your evil origins. You may have a hard time not being malicious.
Primary subclass: Chromatic
Secondary subclasses: Sharp, tidal, stoker, strike, tracker, boulder
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Newly hatched guard drakes are small-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Medium. Your size increases according to the following table:
| Start as Wyrmling (small) | Start Young (medium) | |
| 3rd | Medium | Medium |
| 11th | Medium | Large |
| 17th | Large | Large |
Speed: Your base walking speed is 30 ft. You do not have wings, so when you would gain a flying speed at 2nd level, you instead gain either a climbing or swimming speed equal to your walking speed, or a burrowing speed of 10 ft.
Languages. You understand draconic but cannot speak.
Resistances. You are resistant to one damage type determined by your subrace.
Proficiencies. You are proficient in Perception.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Watchful. You require only four hours of sleep for a long rest.
Subraces. You have one subrace which determines your breath weapon, and several other features.
Black:
Breath Weapon: As an action you can expend one breath weapon use to breathe a 20-ft. cone of acid. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC, taking acid damage equal to 1d8 times your breath weapon dice on a failed save. They take half as much on a success.
Resistance: you are resistant to acid damage.
Hold Breath: you can hold your breath for up to 1 hour at a time.
Blue
Breath Weapon: As an action you can expend one breath weapon use to breathe a 40-ft. line of lightning. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC, taking lightning damage equal to 1d8 times your breath weapon dice on a failed save. They take half as much on a success.
Resistance: you are resistant to lightning damage.
Horn Attack: you have a horn attack that does piercing damage equal to 1d10 plus your Strength modifier.
Green
Breath Weapon: As an action you can expend one breath weapon use to breathe a 20-ft. cone of poison gas. All creatures in that area must succeed a Constitution saving throw versus your breath weapon save DC, taking poison damage equal to 1d8 times your breath weapon dice on a failed save. They take half as much on a success.
Resistance: you are resistant to poison damage.
Forest Dweller: you are unaffected by difficult terrain caused by plants or earth.
Red
Breath Weapon: As an action you can expend one breath weapon use to breathe a 20-ft. cone of fire. All creatures in that area must succeed a Dexterity saving throw versus your breath weapon save DC, taking fire damage equal to 1d8 times your breath weapon dice on a failed save. They take half as much on a success.
Resistance: you are resistant to fire damage.
Ruthless: when you reduce a creature to zero hit points, you can immediately make one additional melee weapon attack.
White
Breath Weapon: As an action you can expend one breath weapon use to breathe a 20-ft. cone of cold. All creatures in that area must succeed a Constitution saving throw versus your breath weapon save DC, taking cold damage equal to 1d8 times your breath weapon dice on a failed save. They take half as much on a success.
Resistance: you are resistant to cold damage.
Ice Dweller: you are unaffected by difficult terrain caused by ice or snow.
Features below are granted to all guard drakes
Defender, 7th level species feature. Beginning at 7th level, you gain all benefits of the Sentinel feat.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 40-ft. cone, or an 80 ft. line (for blue drakes). In addition, a creature that fails the saving throw suffers an additional effect for 1 minute according to your subrace. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Black: their armor class is reduced by 1
Blue: deafened
Green: poisoned
Red: blinded
White: slowed, their speed is reduced by half
Always watchful, 17th level species feature. Starting at 17th level, you cannot be surprised while you are not incapacitated. In addition, when you make a melee attack against a creature, their speed is halved until the start of your next turn.
Playing a Moonstone Dragon
Moonstone dragons hail from the feywild, and embody both the strength and greed of true dragons, and the tricky, playful nature of the fey. As a Moonstone dragon, you don’t care for gold or copper, but you do hoard silver, platinum, and mithral.
Primary subclass: Mystery, Gem
Secondary subclasses: Metallic
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Charisma score increases by 2, your Strength or Intelligence by 1.
Size. Moonstone dragon wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young dragon, in which case you start as Large. Gargantuan size is generally difficult to play with, so it is not included here, but with your DM’s permission you can reach gargantuan size by starting with an adult (Huge) dragon, or starting young and increasing by 1 size at 11th and 17th.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak and read Draconic and two other languages of your choice.
Fey Ancestry. You have advantage on saving throws made to avoid being charmed, and magic cannot put you to sleep.
Proficiencies. You are proficient in your choice of Perception, Persuasion, or Stealth.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. Your tail does the damage of a normal unarmed strike, but it has a reach of 10 ft., and can be used as a finesse weapon.
Breath Weapon. Your breath weapon is a line of moonlight. Starting at 2nd level you can expend one use of your breath weapon to breathe out a 30-ft. line of light that is 5 ft. wide as an action. Any creature in that area must succeed a Dexterity saving throw or take radiant damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Dreamer. By taking at 10 minutes to meditate, you can enter the realm of dreams to communicate with any creature that is asleep within 1 mile of you, on the same plane of existence. Creatures that don’t sleep, such as elves, can’t be contacted by this feature. While you meditate, you enter a trance state. You are aware of your surroundings, but you cannot take actions, or move. You do not shape the target’s dreams, but you can appear to them in a form of your choice. The target recalls the dream perfectly upon awakening. The mediation (and the dream) ends after 10 minutes, if the target awakens, or if you choose to end it. Once you use this feature, you cannot do so again until you complete a long rest. If the target is not asleep, you become aware of it after 1 minute of meditation, and this feature is not expended.
Fey Magic, 7th level species feature. Beginning at 7th level, you can cast the spells faerie fire, calm emotions, dispel magic, invisibility, and revivify innately, requiring no material components. Once you cast one of these spells, you cannot do so again until you complete a long rest.
Once you gain legendary actions at 20th level, you can expend both at once to cast a spell.
Additional Breath Weapon, 11th level species feature. Starting at 11th level, you gain an additional breath weapon, dream breath. As an action, you can expend one use of your breath weapon to breathe a 30-ft. cone of sleep-inducing gas. Any creature in that space must succeed a Constitution saving throw versus your breath weapon save DC or fall unconscious for 10 minutes, until they take damage, or until another creature takes an action to awaken them. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Fey Born, 17th level species feature. Starting at 17th level, you intrinsically know the location of the nearest portal to the fey wild. You can also cast the plane shift spell innately once per day, requiring no material components. You cannot cast this spell again until after you complete a long rest.
Playing a Pseudodragon
The Monster Manual says the following about Pseudodragons:
“The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.
“Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.
“Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.
“Language of Emotion. Pseudodragons can’t speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.
“A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.”
Primary subclass: Sharp
Secondary subclass: Tracker, Metallic
Hit Points
Hit dice: 1d6 per dragon level
Hit points at first level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom by 1.
Size. Your size is Tiny.
Speed. Your base walking speed is 30 feet.
Languages. You understand Common and Draconic, but do not speak them. You also have telepathy within 30 ft., as long as the target speaks a language, though only to communicate vague ideas as described under Language of Emotion, above.
Magic Resistance. You have advantage on saving throws against spells.
Proficiencies. Choose one from Arcana, Perception, and Stealth.
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.
Bite. You have a bite attack that does 1d6 piercing damage, and has a reach of 5 ft. You can treat your bite attack as a finesse weapon.
Sting. You have no breath weapon, but you have a sting on your tail. It has a reach of 5ft., and can be treated as a finesse weapon. It does 1d6 piercing damage, and the target makes a Constitution saving throw versus your breath weapon save DC. On a failure they take 1d8 poison damage times your breath weapon dice, or half as much on a success.
Keen Senses. Choose one: Sight, smell, or hearing. You have advantage on perception checks made that depend on that sense.
Bonded Companion, 7th level species feature. Starting at 7th level, you can communicate telepathically with 1 creature you have bonded with anywhere, as long as you are in the same plane of existence, and neither is incapacitated. You form or break this bond over the course of a long rest.
Improved Sting, 11th level species feature. Starting at 11th level, when a creature fails the saving throw versus your sting attack, they are poisoned for 1 minute. If they fail by 5 or more, they also fall unconscious for 1 minute, until they take damage or another creature uses their action to rouse them. They can remake the saving throw at the end of each of their turns, ending both effects on a success.
Gift of the Pseudodragon, 17th level species feature. Starting at 17th level, you can temporarily gift others with your abilities. You can grant one ability (including a proficiency, a language, or a class feature) available to you at first level to another creature for 1 minute, or until you lose concentration (as if concentrating on a spell). If you have a bonded companion, you can grant one feature to them for as long as you are bonded, but not while gifting an ability to a different creature.
Playing a Sea Serpent
Sea serpents are commonly regarded as monsters, creatures of the deep ocean to be hated and feared. You’re not evil, just hungry. And maybe a bit greedy.
Primary subclass: Tidal
Secondary subclasses: Metallic, Chromatic, Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Typical Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Sea Serpents are very large dragons. You can choose to start as a wyrmling or as a young sea serpent. Keep in mind that if you start young, you may reach gargantuan size which can make game play very difficult, unless you’re spending most of your time in open water or other open spaces. Consult your DM. Your size increases according to the following table.
| Start as Wyrmling (large) | Start as Young dragon (large) | |
| 3rd | Large | Huge |
| 11th | Large | Huge |
| 17th | Huge | Gargantuan |
Speed: Your base walking speed is 20 ft. You also have a swimming speed of 35 ft. You have no wings and so cannot fly unless aided by magic. Bonuses from the Dragon class that would affect a flying speed instead affect your swimming speed.
Languages. You speak and understand Draconic and your choice of Common or Aquan.
Resistances. You are resistant to cold damage.
Proficiencies. You are proficient in your choice of Perception, Stealth, or Athletics.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. You also have a tail attack that does bludgeoning damage equal to 1d6 + your strength modifier, and has a reach of 10 ft.. When you use your tail to attack, you can choose to try and shove or grapple the target as a bonus action.
Constrict. If you are grappling a target, you can use one Attack to do bludgeoning damage equal to a critical hit with your tail. This attack automatically hits. You can only do this damage once per turn.
Breath Weapon. Your breath weapon is a 30 ft. cone of cold. All creatures in that area must succeed a Constitution saving throw, taking cold damage equal to 1d8 times your breath weapon dice on a failed save, or half as much on a successful one.
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.
Amphibious. You can breathe both air and water.
Siege Monster. When attacking with natural weapons, you do double damage to non-magical objects and structures.
Serpentine. You can move through spaces up to one size too narrow for you at normal speed (15 ft. corridors or spaces if you are gargantuan, 10 ft. if you are Huge, 5ft. if you are Large).
Stretch, 7th level species feature. Beginning at 7th level, the reach of your Bite attack becomes 10 ft., and the reach of your tail attack becomes 15 ft.
Improved Breath Weapon, 11th level species feature. Starting at 11th level, your breath weapon becomes a 60-ft. cone.
Shipwrecker, 17th level species feature. Starting at 17th level, your darkvision now extends to 120 ft. In addition, you are resistant to nonmagical bludgeoning, piercing, and slashing damage made by creatures at least 2 sizes smaller than you.
Shadow Dragons
Variant Rule: playable dragon transformation
If a player’s dragon ventures into the shadowfell and spends some time there, there’s a chance that they become a shadow dragon. The DM may rule that such effects happen after spending one night in the Shadowfell, after one full moon cycle, or after one full year in the plane of shadow, depending on the time scale of your game. At the end of the determined period, the dragon must make a DC 12 Wisdom saving throw, or begin to transform into a shadow dragon. The dragon can choose to fail this saving throw if they desire. The actual transformation takes place over the same amount of time spent in the shadowfell before the transformation began. During that time, the transformation can be stopped by a Remove Curse, or Greater Restoration spell or similar magic. After the transformation has completed, however, it can only be reversed by a Wish spell. A player’s dragon then gains the attributes described above under the shadow dragon template. If you worry that this would make the player too overpowered, you may follow any or all of the following suggestions:
-Eliminate the Living Shadow feature. This is the most powerful shadow dragon feature, eliminating it may be all you need to do to keep them at the level you want.
-Instead of simply adding resistance to necrotic damage, replace an existing resistance with it.
-You may not want to deal with the dragon creating shadows under its control whenever it kills a humanoid. In this case, wave that feature, and say a humanoid killed by the breath weapon simply dies.
-Instead of simply adding the Shadow Stealth feature, you may replace one of the dragon’s original racial features with it.
-The skill proficiency in stealth shouldn’t be a problem since several classes can double their proficiency for certain skills. If they did not already have proficiency in stealth you may choose to simply add it, rather than give them double the proficiency for it.
Variant Rule: Shadow curse
If you want the shadow transformation to seem more like a curse, rather than an enhancement or transformation, you may use this rule. Any time the dragon misses an attack roll or fails a saving throw while in sunlight, have them make an additional Wisdom saving throw, DC 12. On a failure, the dragon enters a depressive state induced by the bleak nature of the shadow that has consumed them. On a failure, they take 2d6 necrotic damage (which is not reduced by resistance), and they are incapacitated. They may remake the saving throw at the end of each of their turns, ending the incapacitation on a success. You may also have them be able to overcome the curse, starting with a high save DC (20) and reduce it by 1 every time they succeed the saving throw.
Playing a Shadow Dragon
To play as a shadow dragon in the Barbaric Archipelago, choose your original dragon species, then apply the following changes.
Proficiency: replace one of your proficiencies with Stealth
Necrotic Breath Weapon: the damage type of your breath weapon (and associated damage) becomes necrotic
Resistance: one resistance you have becomes resistance to necrotic damage
Shadow Stealth: while in dim light or darkness, you can hide as a bonus action
Sunlight Sensitivity: you have disadvantage on Wisdom (perception) checks that rely on sight while in sunlight, and disadvantage on ranged attack rolls against a target that is in direct sunlight.
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.
Improved Breath Weapon, 11th level species feature: if at 11th level your breath weapon increases in size or range, you still gain those benefits. Any other benefits are replaced by this one: any humanoid killed by your breath weapon becomes a shadow under your control. It rolls its own initiative and lasts for 1 hour, or until reduced to 0 hit points.
Playing a Wyvern
As a wyvern, you are a born hunter. You rarely back down from a fight, and are difficult to tame.
Primary Subclass: Sharp
Secondary Subclass: Strike
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength increases by 2, your Constitution by 1.
Size. If you start as a wyrmling your size is small. If you start as a young dragon your size is medium. Your size increases according to your level in the following table.
| Start as Wyrmling (small) | Start Young (medium) | |
| 3rd | Medium | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 30 ft.
Languages. You speak Draconic.
Resistances. You are resistant to fire and poison damage.
Proficiencies. You are proficient in your choice of perception or survival.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your dexterity modifier, and a claw attack that does 1d6 + your dexterity modifier slashing damage.
Breath Weapon. Wyverns have no breath weapon. You instead have a sting attack with a reach of 10 ft. It does piercing damage equal to 1d6 + your dexterity modifier, and poison damage equal to 1d6 x the number of breath weapon damage dice in the dragon table.
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.
Aerial Hunter. If you fly at least 20 ft., then hit a creature with a melee attack in one turn, you can disengage as a bonus action.
Aggressive. You can move up to your movement speed towards a hostile creature that you can see as a bonus action.
Reckless, 7th level species feature. Beginning at 7th level, you can give yourself advantage on a melee attack, but all attacks have advantage against you until the beginning of your next turn.
Stinger Improvement. 11th level species feature. When someone fails the saving throw against your sting attack, they are poisoned for 1 minute, in addition to taking damage. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Cousins of the Great Dragons, 17th level species feature. Starting at 17th level, you can cast the following spells innately at their base levels, requiring no material components: cause fear, locate creature, and true seeing. Once you cast a spell, you cannot do so again until you complete a long rest.
Non-Draconic Creatures
Creatures that are not dragons at all can be played using this Dragon Class. The only real requirement for a creature to be able to play as a dragon is that it must have some sort of breath weapon adaptation. Included here are behir, dracohydra, draconian, dragonborn, eyedrake, and liondrake.
Playing a Behir
Behir are not dragons, but you can play one using the dragon class. While playing a behir, remember that you are not a dragon. You actually have a natural hatred of dragons and dragonkind. You are also a predator at heart.
Primary subclass: Chromatic
Secondary subclasses: Strike, Sharp
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Dexterity score increases by 2, your Constitution by 1.
Size. Behir start at level 1 as Large size. They become Huge at level 11.
Speed: Your base walking speed is 35 ft. You do not have wings, so you cannot fly. Instead, at second level you gain a climbing speed of 30 ft.
Languages. You speak Draconic.
Creature Type. Your creature type is monstrosity, rather than dragon.
Resistances. You are resistant to lightning damage.
Proficiencies. You are proficient in Stealth.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier. It has a reach of 10 ft.
Constrict and Swallow. You can make a constrict attack against a creature that is at least one size smaller than you. Make a melee attack with a reach of 5 ft. On a hit, the target is grappled. You can make a bite attack against a creature you are grappling to try and swallow it. If you hit with the bite attack, the creature is swallowed. While swallowed, the target is blinded and restrained. They have total cover against attacks, and they take acid damage at the beginning of each of your turns equal to 1d8 times your breath weapon dice. You can only have one creature swallowed at a time. If you take 30 damage or more from a creature you have swallowed, you must succeed Constitution saving throw or regurgitate it. The DC is equal to half the damage took. After they are regurgitated, they exit prone within 10 ft. of you.
Breath Weapon. Your breath weapon is a line of lightning. Starting at 2nd level, you can breathe out a 30-ft. line of lightning as an action. Any creature in that area must succeed a Dexterity saving throw or take lightning damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success.
Serpentine. You can move through spaces up to one size too narrow for you at normal speed (10 ft. corridors or spaces if you are Huge, 5ft. if you are Large).
Many Legged, 7th level species feature. Beginning at 7th level, you can climb on difficult surfaces, including upside-down on ceilings without needing to make an ability check.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a line that is 10 ft. wide and 50 ft. long.
Dragonfoe, 17th level species feature. Starting at 17th level, you intrinsically know if there is a dragon within 5 miles, and which direction it is in, though not how far away. In addition, you gain resistance to one damage type of your choice (you may not choose bludgeoning, piercing, or slashing), and you have advantage on Wisdom saving throws made to avoid being frightened.
Playing a Dracohydra
While not true dragons, a Dracohydra is made of the same stuff as Chromatic Dragons. You are a gluttonous creature, created by magic experimentation.
Primary subclass: Chromatic
Secondary subclass: Sharp, Stoker, Tracker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting racial features:
Ability Score Increase. Your Constitution score increases by 2, and your Strength by 1.
Typical colors: Combinations of red, green, blue, white, and black.
Size. Dracohydra wyrmlings are medium-sized. If you start as a short wing your size is large. Your size increases according to your level in the following table.
| Start as Hatchling (medium) | Start as Short Wing (large) | |
| 3rd | Large | Large |
| 11th | Large | Huge |
| 17th | Huge | Huge |
Speed. Your base walking speed is 30 ft.
Languages. You speak draconic.
Resistances. You have advantage on saving throws against being charmed, blinded, deafened, frightened or knocked unconscious.
Proficiencies. You are proficient in Perception.
Bite. You have a bite attack that does 1d8 piercing damage, and has a reach of 10 ft. As long as you have more than one head, when you take the attack action on your turn, you can make an additional bite attack as a bonus action.
Multiple Heads. You start out with five heads, one for each color of Chromatic dragon. If you take an amount of damage in one turn equal to half your maximum hit points, one of your heads dies (determined randomly). While that head is dead, you cannot use its associated damage type for your breath weapon. You regrow two heads at the end of a long rest of the same type as one that you have lost. You can have a maximum of 10 heads.
Breath Weapon. Your breath weapon is a cone of prismatic energy. As an action, you can expend one use of your breath weapon to breathe a 15 ft. cone of this energy. Each creature in that area makes a Dexterity saving throw versus your breath weapon save DC. You can choose the damage type from acid, fire, poison, lightning, or cold, though it must be from a type of head that you currently have alive. On a failure, they take damage equal to 1d8 times your breath weapon dice. They take half as much on a success.
Wakeful. While you are asleep, one of your heads can remain fully awake, and you still gain all the benefits of a long rest, so long as you have at least two heads.
Hydra Heads, 7th level species feature. Starting at 7th level, You can reroll a perception check, or Wisdom saving throw, as well as saving throws against being deafened, blinded, or frightened. You must use the new roll. You can use this feature a number of times equal to the number of heads you have. You regain all expended uses during a short or long rest.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30-ft. cone.
Bitey Bitey, 17th level species feature. Starting at 17th level, when you take the attack action, you can make a number of bite attacks equal to the number of heads you have. Any attacks beyond the normal amount you could make (three with this class), have disadvantage.
Playing a Draconian
Draconians are bipedal monsters, designed by their magic creators generally as soldiers.
Primary subclass: Chromatic, Metallic, Gem
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength increases by 1, you have another ability score increase based on your subrace.
Size. Most draconians are medium sized. Draconian Dreadnoughts are Large.
Speed: Your base walking speed is 30 ft.
Languages. You speak and read Draconic and Common.
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.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d6 + your strength modifier, and a claw attack that is the same but instead does slashing damage.
Subraces
Dreadnought
Size. Your size is Large.
Ability Score Increase. Your Strength score increases by 2.
Weapon Proficiencies. You are proficient in longswords and scimitars, as well as serrated swords which are unique weapons often used by dreadnoughts. Serrated swords do the damage of a longsword.
Wings. You have wings, and gain a flying speed equal to your walking speed at 2nd level. You must land at the end of each of your turns.
Death Throes. When you are reduced to 0 hit points, you can expend one use of your breath weapon and fail 1 death saving throw to explode in flames in a 10 ft. radius. Each creature within that range must succeed a Dexterity saving throw versus your breath weapon save DC. On a failure, they take fire damage equal to 1d10 times your breath weapon save DC. They take half damage on a success.
Shape Theft. When you kill a humanoid that is your size or smaller, you can use your reaction to take on their shape. This works the same way as the disguise self spell.
Foot Soldier
Ability Score Increase. Your Strength or Dexterity score increases by 2.
Soldier’s Training. You are proficient in simple weapons and medium armor.
Controlled Fall. When you fall and are not incapacitated, you can subtract up to 100 ft. when calculating fall damage.
Death Throes. When you are reduced to 0 hit points, you can expend one use of your breath weapon and fail one death saving throw to release petrifying gas. Each creature within 5 ft. must succeed a Constitution saving throw versus your breath weapon save DC or be restrained as they start to turn to stone. They can remake the saving throw at the end of their next turn. The effect ends on a success, on a failure they are petrified for 1 minute.
Infiltrator
Ability Score Increase. Your Dexterity score increases by 2.
Weapon Proficiencies. You are proficient in daggers.
Skill Proficiencies. You are proficient in Stealth.
Resistances. You are resistant to poison damage.
Controlled Fall. When you fall and are not incapacitated, you can subtract up to 100 ft. when calculating fall damage. You can also move 2 ft. horizontally for every 1 ft. you fall vertically.
Death Throes. When you are reduced to 0 hit points, you can expend one use of your breath weapon and fail one death saving throw to release a splash of acid. Each creature within 5 ft. of you must succeed a Dexterity saving throw versus your breath weapon save DC or take acid damage equal to 1d10 times your breath weapon save DC. They take half damage on a success.
Mage.
Ability Score Increase. Your Charisma score increases by 2.
Weapon Proficiencies. You are proficient in tridents.
Controlled Fall. When you fall and are not incapacitated, you can subtract up to 100 ft. when calculating fall damage. You can also move 2 ft. horizontally for every 1 ft. you fall vertically.
Death Throes. When you are reduced to 0 hit points, you can expend one use of your breath weapon and fail one death saving throw to release a burst of magical force. Each creature within 5 ft. of you must succeed a Dexterity saving throw versus your breath weapon save DC or take force damage equal to 1d8 times your breath weapon save DC. They take half damage on a success.
Necrotic Ray. As an attack, you can expend one use of your breath weapon to launch a necrotic ray from your hand towards a creature within 60 ft. using your spell attack bonus. On a hit, they take necrotic damage equal to 1d6 times your breath weapon dice.
Spellcasting. You can cast a number of spells equal to your charisma modifier (or your charisma modifier plus your proficiency bonus if your DM allows). Each spell can be cast once per day (unless it is a cantrip), requiring either material components or a spellcasting focus. The spell’s level can be no higher than ½ your level (rounded down). You can replace a chosen spell any time you level up. This replaces the optional innate spellcasting feature described in the dragon class.
Mastermind.
Ability Score Increase. Your Charisma score increases by 2.
Proficiencies. You are proficient in Perception.
Speed. Your walking speed increases by 5 ft. You do not have wings.
Breath Weapon. Your breath weapon is a cone of fire. Starting at 2nd level, you can expend one use of your breath weapon to breathe out a 15-ft. cone of noxious gas as an action. Any creature in that area must succeed a Constitution saving throw or take poison damage equal to 1D8 times your number of breath weapon dice. They take half damage on a success.
Death Throes. When you are reduced to 0 hit points, you can expend one use of your breath weapon and fail one death saving throw to release a ball of lightning towards the creature closest to you, which then arcs towards up to 2 other creatures of your choice within 15 ft. of the original target. Each creature must succeed a Dexterity saving throw versus your breath weapon save DC or take lightning damage equal to 1d8 times your breath weapon save DC. They take half damage on a success.
Mastermind Spells. You know the mage hand cantrip and can cast it at will. You also can cast the spells disguise self, and shield. You can cast these spells once per day, regaining uses after a long rest.
The following features apply to all draconians
Better Wings, 7th level species feature. Beginning at 7th level, you gain a flying speed equal to your walking speed. Limitations on dreadnought flight are also removed.
Breath Weapon/Death Throes Improvement, 11th level species feature. Starting at 11th level, your breath weapon, if you have one, becomes a 30-ft. cone. Your death throes feature now affects creatures in a 15-ft. radius. For the mage’s death throes feature, you can now choose which creature your initial lightning ball targets within 15 ft. of you.
Damage Throes, 17th level species feature. Starting at 17th level, you can expend a use of your breath weapon to use your death throes feature as a reaction to taking damage from a creature hostile to you. In addition, you can still use your death throes feature when you are reduced to 0 hit points, but you no longer fail a death saving throw when you do.
Dragonborn/half dragon
Dragonborn can play as dragons in this class. You have the same starting attributes as described under the humanoid Dragonborn race, except that your breath weapon damage increases and has the number of uses as described in this class, rather than under the racial description. Dragonborn do not generally have wings, but those that embrace their draconic ancestry may develop them and be able to fly. You can still play a Dragonborn in this class without being able to fly.
Primary subclasses: Metallic, Chromatic, Gem
Secondary subclasses: Tracker
Listed here are additional features that dragonborn acquire if they are in the dragon class.
Dragon Weapons. You are proficient in simple weapons.
Eyes of the Predator, 7th level species feature. Beginning at 7th level, you gain blindsight out to 10 ft. You gain proficiency in perception if you do not already have it. If you do have it, your proficiency is doubled.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes either a 30-ft. cone, or a 5 by 60 ft. line.
In addition, a creature that fails the saving throw suffers an additional effect for 1 minute according to the damage type of your breath weapon. They can remake the saving throw at the end of each of their turns, ending the effect on a success.
Acid: their armor class is reduced by 1
Cold: slowed, their speed is reduced by half
Fire: blinded
Force: exhausted (1 additional level)
Lightning: deafened
Necrotic: frightened
Poison: poisoned
Psychic: frightened
Radiant: charmed
Thunder: deafened
Elemental Armor, 17th level species feature. Starting at 17th level, you become immune to the damage type associated with your draconic ancestry. You also gain one other resistance of your choice. You cannot choose bludgeoning, piercing, or slashing.
Playing an Eyedrake
Eyedrakes are strange monstrous creatures that resemble a mix between dragons and beholders. As an eyedrake, you may be under the service of the beholder whose dreams spawned you. If you are on your own, you will probably try to establish a lair and a hoard. If a creature tries to take something from your hoard, you will generally fight to the death to protect even the smallest trinket. Eyedrakes would have a hard time joining any sort of adventuring party willingly. They may be prone to attacking members of their party, or selfishly hoarding wealth.
Primary subclass: Chromatic
Secondary subclasses: Mystery, Tracker, Stoker
Hit Points
Hit dice: 1d8 per dragon level
Hit points at first level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Constitution, Strength, and Charisma scores all increase by 1.
Size. Eyedrakes are Large size. You do not age, nor do you grow.
Speed: You cannot walk, since you do not have legs. At level 1 you have a flying speed of 30 feet and can hover in place, though you cannot fly more than 10 feet above the ground. This restriction is lifted at level 2.
Languages. You speak Draconic and Deep Speech.
Creature Type. Your creature type is aberration, rather than dragon.
Hoverer. You are immune to the prone condition.
Many Eyes. You are proficient in Perception, and you have advantage on saving throws against being blinded.
Superior Darkvision. You can see in dim light within 120 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.
Unusual Nature. You do not require food or drink to survive. You actually cannot eat or drink, since there is a large eye inside your always open mouth. This includes potions and other magical consumables.
Eye Rays. You have six eye rays which you can use as an attack against a single target. The ray you use is determined randomly, by the roll of a d6. If you roll the same number in a single turn, reroll the duplicate.
- Freezing Ray. The target must succeed a Constitution saving throw versus your breath weapon save DC or take cold damage equal to 1d4 times your breath weapon dice, and have their speed halved until the end of their next turn. On a successful save they take half damage and are not slowed.
- Debilitating Ray. The target must succeed a Constitution saving throw versus your breath weapon save DC or take thunder damage equal to 1d4 times your breath weapon dice, and have disadvantage on their next attack roll or ability check. They take half damage and do not have disadvantage on a successful save.
- Repulsion Ray. The target must succeed a Strength saving throw versus your breath weapon save DC or take force damage equal to 1d4 times your breath weapon dice, and be pushed up to 15 feet away from you. They take half damage and are not pushed on a success.
- Fire Ray. The target must succeed a Dexterity saving throw versus your breath weapon save DC or take fire damage equal to 1d6 times your breath weapon dice. They take no damage on a success.
- Paralyzing Ray. The target must succeed a Constitution saving throw versus your breath weapon save DC or be paralyzed until the end of their next turn.
- Death Ray. The target must succeed a Dexterity saving throw versus your breath weapon save DC or take necrotic damage equal to 1d6 times your breath weapon dice. They take no damage on a successful save. If this ray reduces the target to 0 hit points, the target dies.
Breath Weapon. Your breath weapon is an antimagic cone. Starting at 2nd level, you can expend one use of your breath weapon to breathe out a 15-ft. cone of antimagic as an action. Any creature in that area must succeed a Constitution saving throw or take force damage equal to 1D8 times your number of breath weapon dice; they take half damage on a success. Casters of active spells that have effects within that area must succeed a saving throw using their spellcasting ability versus your breath weapon save DC, or the spell ends.
Many Eyes, 7th level species feature. Beginning at 7th level, you can keep one eye open while sleeping. If you fail a perception check that relies on sight, you can choose to reroll. You must use the new roll.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your breath weapon becomes a 30 ft. cone. In addition, spells of a level equal to or lower than ⅓ your dragon level automatically end.
Eye Ray Improvement, 17th level species feature. Starting at 17th level, you can choose which eye ray you use, rather than rolling randomly. You still cannot use the same type of ray more than once in one turn.
Playing a Liondrake
Liondrakes are normally solitary, territorial creatures and voracious predators. Liondrakes generally are not intelligent enough to join an adventuring party, but you may be forced to join, or you may be convinced for your own reasons. Perhaps the party will help you defend your territory, or perhaps they provide you fresh meat. Or perhaps you become loyal to a party because of a life debt.
Primary subclass: Chromatic
Secondary subclasses: Sharp
Hit Points
Hit dice: 1d10 per dragon level
Hit points at first level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per dragon level after 1st
Starting Racial Features:
Ability Score Increase: Your Strength score increases by 2, your Constitution by 1.
Size. Liondrake wyrmlings are medium-sized. You can choose to start as a wyrmling, or as a young drake, in which case you start as Large.
| Start as Wyrmling (medium) | Start Young (large) | |
| 3rd | Large | Large |
| 11th | Large | Large |
| 17th | Large | Huge |
Speed: Your base walking speed is 35 ft.
Languages. You speak Draconic.
Creature Type. Your creature type is monstrosity, rather than dragon.
Proficiencies. You are proficient in your choice of Perception, Survival, or Intimidation.
Natural Weapons. You have a bite attack that does piercing damage equal to 1d8 + your strength modifier, and a claw attack that is the same but instead does slashing damage. If you move at least 15 ft. then make a bite attack on the same turn against a target that is your size or smaller, they must succeed a Strength saving throw versus your breath weapon save DC or be knocked prone. Your natural weapons have a reach of 5ft.
Breath Weapon. Your breath weapon is your ferocious roar. Starting at 2nd level, you can make a roar as an action that can be heard within 300 ft. Any creature within a 10 ft. radius of you must succeed a Wisdom saving throw versus your breath weapon save DC. On a failure, they take thunder damage equal to 1d6 times your breath weapon dice, and are frightened of you until the end of your next turn. On a successful save, they take half damage and are not frightened.
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.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics, 7th level species feature. Beginning at 7th level, you have advantage on a melee attack if one of your allies is within 5ft of you and the ally isn’t incapacitated. This only applies to one melee attack you make on your turn.
Breath Weapon Improvement, 11th level species feature. Starting at 11th level, your roar affects creatures within a 30 ft. radius of you. In addition, creatures that fail their saving throw are frightened for 1 minute. They can remake the saving throw at the end of each of their turns or if they take damage, ending the effect on a success.
Spell Turning, 17th level species feature. Starting at 17th level, you have advantage on saving throws against any spell of third level or lower that targets only you (not an area). If you succeed the saving throw, you are completely unaffected by the spell, and you can use your reaction to cause the spell to target the caster instead.
Half Dragon (see Dragonborn)
Feats
Suggested Feats for Dragons: Alert, Charger, Dungeon Delver, Durable, Lucky, Mage Slayer, Magic Initiate, Mobile, Resilient, Savage Attacker, Sentinel, Sharpshooter, Skulker, Tough
Air Born
Prerequisite: flying speed
You are born to be on the wing, and among the clouds. You gain the following benefits:
- Your flying speed increases by 10 ft.
- You have advantage on saving throws and ability checks made to prevent your altitude from decreasing, as well as those made to avoid being knocked prone while you are airborne.
- The amount of time you can spend flying without needing a rest and without gaining a level of exhaustion increases by 1.5 times.
Elemental Breath
Prerequisite: breath weapon feature
Creatures that are resistant to the damage type of your breath weapon are not resistant to your breath weapon. In addition, if you roll a 1 on a damage die for your breath weapon, you can treat that 1 as a 2.
Shapeshifter
You have an alternative avatar form. As an action, you can shift into the form of a different humanoid or beast. Your Charisma, Intelligence, and Wisdom scores remain the same, as well as your hit points, but all other statistics are replaced by the new form. You can remain in your avatar form for a number of hours equal to half your level (rounded down, minimum of 1). You automatically revert to your true form if you are reduced to 0 hit points, are knocked unconscious, or die. The avatar you choose must have a challenge rating of 1 or lower, and must be Large or smaller. You can level up your alternate form as you increase in levels. If your alternate form is a beast, you can level up using the sidekick classes from Tasha’s Cauldron of Everything, or my own Beasts as Playable Characters class.
Sharp Claws
Increase your Strength or Dexterity score by 1, to a maximum of 20.
The damage die of your natural weapons increases by 1 (1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12). You can take this feat multiple times, but the damage die of your natural weapons cannot increase above 1d12 with this feat.
Smedry: a Human variant race/species
Smedry (Human Variant, based on the Alcatraz vs. the Evil Librarians series by Brandon Sanderson)
The Smedrys are a family of humans gifted with supernatural abilities known as “talents”. These talents can be very detrimental, but with careful practice, they can be used for incredible powers. A person born in the Smedry line is born with a certain Talent. A person who marries a Smedry gains the same talent as their spouse.
Smedry Names
Historically, Evil Librarians have often named prisons after famous Smedrys, or other famous people from the Free Kingdoms in an attempt to discredit the name. But some become Smedrys by marriage, so they may have any human name. Here are some names of previously known Smedrys:
Alcatraz, Attica, Australia, Aydee, Bastille, Dif, Elmina, Folsom, Himalaya, Kazan, Marion, Leavenworth, Pattywagon, Quentin, Shasta, Sing Sing
Typical Ability Score Increase
Your Charisma score increases by 2, your Intelligence by 1.
Age
Smedrys are humans. They reach adulthood by their late teens and live less than a century.
Alignment
Smedrys tend toward chaotic good, though some are chaotic neutral. It is rare to find a smedry that is not chaotic, or that is evil.
Size
Smedrys vary widely in size and build, from barely over 5 ft., to well over 6 ft. tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 ft.
Talent
You have an additional skill proficiency under Charisma called Talent. This skill represents the amount of control that you have over your Talent. Your Talent is specific to you, and has both a negative and a positive aspect. You gain proficiency in two skills of your choice. You do not have to choose proficiency in your Talent, but it is recommended. You can choose your Talent from one of those listed below, determine it by a roll of a D20, or invent your own by working with your DM.
01 Breaking things- whenever you handle an object for the first time, make a Charisma (Talent) check, the DC of which is 12. If you fail the check, the object breaks. You can also attempt to break something that you are touching using an action. The DC for a basic object is still 12, but the DC increases based on how powerful the object is, or the complexity of how you are trying to break it. A more complex item, such as a gun, breaks more easily than something simple, like a quarterstaff. Magical items are more difficult, or impossible, to break.
02 Being late- when you use an action, or try to get somewhere ata specific time, make a Charisma (Talent) check, the DC of which is 12. On a failure, you are unable to perform the action on that turn, but it instead happens on the following turn. You can attempt to make someone or something late as an action or reaction. The base DC is 12, but it increases based on the difficulty of causing the occurrence to happen later. Causing someone to fall slower is difficult, because you’re working against gravity which is a powerful force. Causing an arrow to arrive late is relatively easy, giving you time to move out of the way. You are also able to make other people or things late, but this is also more difficult than making yourself late.
03 Getting lost- whenever you try to go somewhere (not every time you move, but whenever you set out for a specific destination), make a Charisma (Talent) check, the DC of which is 12. On a failure, you are teleported to a random destination chosen by the DM, which can be anywhere on your current plane and planet. You can also try to use this ability to arrive at a certain destination. To do so, make a Talent (Charisma) check. The base DC is 12, but increases the more difficult the location is to get to, or how far away it is, as well as if you are trying to bring anyone with you. On a success, you are transported to the desired location, though usually it takes about an hour, as you wander through different places in a nonsensical way. For instance, you may be able to get from Crystallia to Paris, and take your entire party with you, but you may have to wander through the jungle first.
04 Losing things- any time you try to put something in a specific place, make a Charisma (talent) check, the DC of which is 12. On a failure, you lose the object. You may simply forget where it is, but it may be transported to a different place entirely. On a success, the object is not lost. You can try to use this ability on any object you are touching that you can lift. To do so, make a Charisma (talent) check as an action, the base DC of which is 12. On a success, the object is teleported to a random location, though it may randomly teleport back. You can try to send things to specific locations, but this drastically increases the DC. The DC increases based on the distance the object is transported, and the rarity of the object. Transporting an artifact to another continent would be nearly impossible (DC 25 or more), while transporting something like a single copper coin to the adjacent room would be relatively easy.
05 Forgetting things- you forget things very easily. Any time you try to recall information, the DM can have you make a DC 12 Charisma (talent) check. On a failure, you cannot recall the information, even if you have written it down (the writing may be erased). You can try to forget things, or cause others to forget things as well. To do this, make a Charisma (talent) check, contested by the target’s Intelligence (history) check. If you succeed, the target forgets the information. If the information is written down, your opponent has advantage on their history check.
06 Tripping- you often trip at opportune moments, escaping danger. If you are targeted by an attack from 15 ft. away or more, you can use your reaction to preemptively fall prone, thus giving disadvantage on the attack. You need not see an attacker or even know they are there to do this. Other members of your party who know what it means when you trip can also use their reaction to fall prone. You also just trip sometimes. Any time you use all of your movement speed in one turn, or enter difficult terrain the DM can have made Charisma (talent) check, the DC of which is 12. On a failure, you trip and fall prone.
07 Really bad at Math- any time you try to count the number of objects or otherwise do math to figure out how many of something there is, you count wrong. Roll a d20. The number rolled is the number of that object there now is, regardless of how many there were before. If there are more than a dozen of the objects, your DM can have you roll a D100 rather than a D20. This ability does not work on creatures, nor does it work on magic objects that are rare or rarer.
08 Really Bad at Dancing- when you hear music playing, you automatically start punching and kicking anyone within 5ft. of you. While doing so, these attacks are the only actions you can take, and the amount of attacks you make increases by 1. In addition, while dancing you add your charisma modifier to your attack and damage rolls. Your armor class increases by the same amount. You can also replace one of these attacks with a shove. Your movement speed remains the same.
09 Waking up Ugly- any time you wake up, be it from a long rest, or from a short nap, you look like someone else, normally someone ugly. To determine what race you look like, roll a D100 on the table provided under the spell reincarnate. Other distinguishing characteristics are determined randomly by your DM. You can try to determine what you look like after you wake up by successfully making a DC 12 Charisma (talent) check. On a success, you can determine what your character looks like, as described in the disguise self spell.
10 Saying things that don’t make sense- you randomly say things that make no sense. Any time you try to speak for the first time in a conversation, the DM can have you roll a DC 12 Charisma (talent) check. On a failure, you say something random that doesn’t make sense. If someone is trying to get you to divulge information, even through torture, the things you say probably won’t make sense at all. For the DM: these statements should be guiding ideas for something that is to happen within the next day or so (as per the spell divination). The statements should make no sense at the time, but later the characters may discover the nonsense statement to be a helpful prediction of the future. Say for instance that a certain tunnel diverges left and right, and the right one has stalagmites, and leads to a deadly monster. The character might say hours beforehand, “stalagmites are death”. Make these statements as cryptic as you want.
11 Spilling water while doing the dishes- you always spill water while doing the dishes, sometimes an incredible amount. Whenever you wash dishes, or something similar, as an action, make a DC 12 Charisma (Talent) check. On a failure, roll a d4 on the following table to determine the amount of water you spill.
1 You spill 1 gallon of water
2 You spill 5 gallons of water
3 You spill 30 gallons of water. Any creature in a 20 by 5 ft. line in a random direction originating from you must succeed a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Unsecured objects that weigh less than 200 pounds and are not being worn or carried are either knocked over or pushed 15 ft. away from you.
4 You cause a flood. Each creature within a 30 ft. radius of you is carried by the water downhill for 30 ft. per round for 1 minute, or until they reach a body of water. They can make a DC 13 Strength saving throw as an action, ending the movement on a success. Creatures that do not know how to swim cannot breath during this time. Unsecured objects that weigh less than 200 pounds or that float are automatically carried this distance. Plants within a 300 ft. radius of you flourish for the next 1d6 weeks. Fires within the area are extinguished.
If you succeed on the Charisma (Talent) check, you can choose how much water you spill.
12 Make rude noises at bad times- whenever someone within earshot of you is attempting something relatively difficult, the DM can have you make a DC 12 Charisma (talent) check. On a failure, you make a rude or annoying noise, such as a fart, burp, or raspberry. This noise distracts the person trying to accomplish a task, giving them disadvantage on their check. You can try to make a rude noise as a reaction when someone you want to fail is trying to make an ability check or attack roll. The DM chooses the DC based on the Wisdom score of the creature you are trying to distract. On a success, the creature is distracted, and has disadvantage on said ability check or attack roll.
13 Say inappropriate things at awkward moments- you often say awkward things that are not appropriate for the occasion. You might loudly reveal that a friend of yours has a habit of wetting the bed at a large party. At any time in a conversation or social situation the DM could have you make a DC 12 Charisma (talent) check. On a failure, you say something awkward, potentially revealing information you or someone you know is trying to keep hidden. How can this be useful? You are quite good at causing distractions. You may “accidentally” reveal the embarrassing weakness of an enemy, even if you didn’t know it. Use your imagination! Any time you are trying to use your talent, it requires a Charisma (talent) check, and on a failure whatever you’re trying to do doesn’t work. The DC is determined by your DM, and increases based on the difficulty. Revealing information you do not know would increase the DC greatly, to 16, 18, or more, depending on how well known the information is, and if it is guarded by magic.
14 Obliviousness- You are oblivious to your environment, and easily lost in your own thoughts. At any time when your party is attempting something difficult, or something important happens, your DM (or you) can call for a DC 12 Charisma (Talent) check. On a failure, you don’t notice what’s going on. You can also attempt to use this to avoid something harmful as an action or a reaction. The DC for this Talent check is made by you DM based on how powerful the effect is, and how difficult it would be not to notice. For example, a single arrow would be easy not to notice by looking the other way. Whereas a dragon swallowing you would be very difficult not to notice. On a successful check, you not only avoid any effect, you don’t even notice what’s going on and so cannot take actions based on that knowledge. To keep this up for multiple rounds in combat, you must remake the check every round.
15-20 Reroll until you get 1-14. There is no Talent here. Or come up with your own!
Fire Squid: a Bad Place demon (The Good Place spoilers)


Barbarian Subclass: Path of the Improvisor – I actually played a barbarian using this subclass up to level 20. The features are a little too niche to be actually useful (unfortunately) but he was still fun to play, especially in a battle royale.
Path of the Improviser
An Improviser draws rage and strength from going into battle without a plan, or even without a weapon. They use their impressive strength to wrest their enemies’ weapons away to use against them, or pick up random objects to use as weapons. They are never defenseless, since anything can be used as a weapon.
Weapon stealer
When you choose this path at 3rd level, you become proficient in grapple, shove, and disarming attacks, as well as in improvised weapons. If you (successfully) make a disarm attack with no weapons in hand you may steal your opponent’s weapon. If you have the multi-attack feature, this replaces one of those attacks. If your opponent does not have a weapon it attacks with, but has teeth, claws, or spikes, you may make your disarm attack to break off one of the creature’s natural weapons. For this contest, it would be your strength (and proficiency) versus their constitution rather than strength. You also gain access to the other Unarmed Battle Maneuvers that you qualify for, listed at the end of this subclass.
Novelty Weapons
6th level Path of the Improviser feature
While raging, any weapon you have never fought with before that rage is considered magical (including improvised weapons). This effect ends when your rage ends. In addition, your improvised weapons do 1d8 damage, rather than 1d4.
Rules tip: here’s what the DMG says about improvised weapons
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Improvised Quickness
10th level Path of the Improviser feature
While raging, you may dash, shove, grapple, or disarm as a bonus action. You also have advantage on any attack made against a creature using their own weapon.
Mass Disarm
14th level Path of the Improviser feature
You have become good enough at disarming that you may now do so to all those around you at once. You let out a savage roar and all creatures of your choice within 30 feet drop their weapons. If a target does not have any weapons to drop, they have disadvantage on their next attack. Once you use this feature, you cannot do so again until you finish a long rest.
Alternate: Rage Weapon
When you enter a rage with no weapons in hand, a weapon appears in your hand. The form of the weapon is up to you, and it counts as magical for the purpose of overcoming resistance and immunity. Once per turn, you can choose to add damage to an attack made with this weapon equal to half your barbarian level. You choose the type of damage when the weapon appears, either fire, force, acid, lightning, or thunder.
Unarmed Battle Maneuvers
Bone Breaker
You make a grapple attack, then break a bone to release the grapple (in the same turn). Against a successfully grappled creature, you make a strength (athletics) check, the DC of which is the target’s constitution score. On a success, they take the damage of a critical unarmed strike, and the targeted limb is rendered unusable. This attack does not function on an opponent that is two sizes larger than you, or if it has no bones or limbs.
Mount
If a creature is at least one size larger than you, you may make a grapple attack to ride on their back. While mounting them, you move with them, you have advantage on attacks against them, and they have disadvantage on attacks against you.
Disarming Shove
You make a disarm and shove as one attack, grabbing their weapon and pushing them backwards. You make a strength contest, if you succeed the target’s weapon ends in your hands, and they are pushed back 5 ft. The target must be your size or smaller, and you must have both hands free.
Trip
You make an attack, contested by the target’s acrobatics check. On a hit, in addition to the damage, the target is knocked prone. This attack can be against a target up to one size larger than you.
Chokehold
You grapple a creature around the neck, cutting off their air supply. While you have them grappled, they cannot breathe, and have disadvantage on all ability checks, saving throws, and attacks. On subsequent turns, you may use one of your attacks to do the damage of a critical unarmed strike, which automatically hits. You cannot use this attack on a creature that has no neck, or does not need to breathe.
Tackle
If you move at least 10 ft. then succeed on a grapple attack, the target is pushed back 5 ft. and knocked prone as well as grappled.
Targeting Specific Body Parts (these apply to any attack, not just unarmed ones)
You may wish to target a certain body part with an attack for an additional effect. The AC of a specific body part is greater than that of the creature as a whole. If you successfully exceed the additional AC of the body part, you cause an effect in addition to the damage. If you do not exceed the AC of the body part, your attack misses the creature entirely. Obviously the target must have that body part in order for you to target it. For instance, you cannot target the testes if the target is female. Some creatures may be different, and the DM can adjust the effects caused as fit. For instance, targeting the eye of a Beholder may be different than targeting the eye of a humanoid. In order to target the internal organs of a creature, you must be proficient in medicine. See the following table for different body parts to aim at, the additional AC to hit them, and the effects that causes.
| Body Part | Additional AC | Additional Effect |
| Testes | +2 | On a hit, the target must succeed a constitution saving throw, the DC of which is your attack roll. On a failure, they are incapacitated for 1 round. On a critical hit, they cannot reproduce anymore unless their body part is restored. |
| Eye | +2 | On a hit, the target is blinded in that eye until they regain hit points equal to the damage dealt. |
| Throat | +1 | On a hit, the target cannot speak coherently for 1 full round, including verbal components of spells. If this attack reduces the creature to 0 hit points, they are decapitated. |
| Ear | +2 | On a hit, the target is deafened in 1 ear for 1 round. They have disadvantage on hearing checks. |
| Arm (hand, fingers, or tentacles) | +1 | On a hit, the target has disadvantage on any action made with that arm until they regain hit points. On a critical hit, the arm cannot be used at all until the creature regains hit points. If you do damage equal to about 1/10th the creature’s maximum HP (for a 4-limbed creature) the arm is cut off. |
| Leg (or toes) | +1 | On a hit, the target’s walking speed is halved until they regain hit points. If you do damage equal to 1/10th of the creature’s maximum HP (for a 4-limbed creature) the leg is cut off. |
| Wing | +1 | On a hit, the target’s flying speed is halved until they regain hit points. If you do damage equal to 1/5th of the creature’s maximum HP (for a 4-limbed creature, 1/10th for a 6-limbed creature), the wing is cut off and they cannot fly unless the wing is reattached. |
| Heart | +5 | Any hit to the heart counts as a critical hit. |
| Lungs | +4 | On a hit, the target cannot breathe until they regain hit points. |
| Kidney | +5 | On a hit, the target is considered poisoned for 1 minute. |
| Liver | +4 | On a hit, the target must succeed a Constitution saving throw ( the DC is equal to your attack roll) or be poisoned for 1 minute. |
| Spleen | +5 | On a hit, the target must succeed a Constitution saving throw or take an additional 1d4 necrotic damage at the beginning of their turn. They can remake the saving throw at the end of each of their turns, ending the effect on a success. The effect also ends if the target regains hit points. |
House Rules – some house rules (including my own crit fail table) that I generally implement in games I DM
Manipulate Spells
You can try to make a spell do something a little different than it was meant to. To force the spell to do it, make an ability check using your spellcasting ability, DC is determined by the DM, depending on the extent of what you’re trying to force the spell to do, and the level of the spell. On a failure, you cast the spell as normal instead. Unless you roll a nat 1, then the spell fails and the spell slot is wasted.
Spells that do Nothing
If you use your action to cast a spell that does little or nothing because of rolls, you can choose to roll on the Wild Magic table.
Missing All Attacks
If you miss all the attacks you make on your turn (if you took the attack action, but including bonus action attacks) you can disengage, hide, or dodge for free.
Death Saving Throws
Death saving throws are made privately between the DM and the dying player.
Concentration at higher levels
Once you reach level 17 in a spellcasting class, you can concentrate on one spell of second level or lower, and one spell of third level or higher at the same time.
Healing Exhaustion
Greater Restoration heals all levels of exhaustion, Lesser Restoration heals only one level.
Call Lightning
Calling down lightning on subsequent turns takes a bonus action, not an action.
Crit Fail Table
D100 -intended as inspiration or jumping-off points, not hard and fast
- You momentarily realize that you are being controlled by an outside force
- You hit an ally
- You throw your weapon (15 feet)
- You stub your toe
- You turn into a random animal
- Your weapon breaks (-1 to attacks until you take an action to fix it)
- You slip and fall
- You break the ground under the intended target’s feet
- You hit yourself in the nose
- You hand your weapon to your enemy
- You yell out something embarrassing
- You strain your back
- You get a hernia
- You trigger a Mirror Zone effect (Tasha’s 158)
- You poke yourself in the eye
- You twist your ankle
- You trigger a psychic resonance effect (Tasha’s 160)
- You stumble into an adjacent space, occupied if there is one
- You become intimidated by your enemy
- Your pants fall down
- You are blinded until the start of your next turn
- You trigger an Infested effect (Tasha’s 156)
- You are deafened until the start of your next turn
- You gain one level of exhaustion
- Your enemy turns invisible until the start of your next turn
- Something nearby turns to stone
- You vomit
- You sneeze
- You trigger a Haunted effect (Tasha’s 154)
- You lose a tooth
- You trigger an effect from the Far Realm (roll on the Far Realm table Tasha’s 152)
- You yell out a secret you swore you’d never tell anyone
- You drop one item that you are wearing
- You let out an enormous fart
- You suddenly notice a spider crawling on your arm
- You rip your pants
- You burp loudly
- You suddenly find yourself on the other side of your enemy
- Your shoe becomes untied
- You suddenly realize your fly is down
- You recall a piece of information from your past that you had forgotten (such as the name of a childhood crush)
- You find a copper piece on the ground in front of you
- You drop a gold piece, it rolls 15 feet away
- You set something near the target on fire
- A wall or object near the target breaks
- The target takes advantage of your failure, stealing something from off your person
- Your skin begins to sparkle
- An embarrassing or weird tattoo is revealed on your body
- An annoying song gets stuck in your head
- You lose hair or another inconsequential body part
- You aggressively face a direction without any enemies
- You trigger a Blessed Radiance effect (Tasha’s pg 150)
- You hit your enemy with your face
- You dog-pile your enemy
- You accidentally awaken an angry/disgruntled ghost
- Your weapon turns into a feather
- Your weapon turns into a random animal (for 1 minute)
- Your face passes through a spider-web
- Your face passes through a swarm of gnats
- Roll twice
- You rip your shirt
- You suddenly remember you forgot to eat breakfast
- You hit the target anyway, by throwing your weapon in their face
- You do damage to yourself
- You startle a Geonid, which gets up and runs off
- You spontaneously grow a mustache
- Roll on the Wand of Wonders table
- Roll on the Wild Magic table
- You hit Poison Ivy or another poisonous plant
- Roll on the Deck of Illusions table, that illusion appears nearby
- You have disadvantage on the next attack you make
- The next attack made against you has advantage
- You gain a symptom of short-term madness
- You gain a symptom of long-term madness
- You gain a symptom of indefinite madness
- A Giant Vulture swoops from the sky and steals your weapon
- One of your known enemies shows up
- Your shoe falls off
- A fierce gust of wind comes up (gust of wind)
- An earthquake happens
- A tornado shows up
- Lightning strikes nearby
- A tree falls over
- You destroy a nearby object
- 1d4 more enemies join the fight
- You trigger an unraveling magic effect (Tasha’s 161)
- You are cursed (bestow curse)
- You turn into a random CR 0 Monster
- You start crying
- An eldritch storm crops up (Tasha’s 163, D4)
- You suddenly notice a zit on your face
- You awaken a subterranean creature, such as a Bullette, Umber Hulk, or Purple Worm
- You hit a beehive
- You start dancing
- Player’s Choice
- A random other player decides what happens
- Player chooses an item on their person, that item becomes awakened
- You suddenly forget what and why you’re fighting
- You change race, roll on the reincarnation table
- You realize you’re holding the wrong end of your weapon/tool
Life Force Weapons – these weapons (or shields) level up with your character according to your class
Any weapon
Rarity- varies
Requires Attunement. If not attuned, the weapon is a mundane weapon.
Life Force weapons level up when you do. The weapon has a different beneficial effect based on what levels you have in what class. When you are attuned to a Life Force Weapon and you reach levels 1st, 3rd, 6th, 11th, and 17th in a specific class, you gain an additional benefit, as seen in the table below. When you first attune to a Life Force weapon, you gain all the benefits listed as applicable to all levels in any class you currently have. In addition, attuning to a Life Force Weapon grants you proficiency with it.
| 1st level- Common | 3rd Level- Uncommon | 6th Level- Rare | 11th Level- Very Rare | 17th Level- Legendary | |
| Artificer | You can invest this weapon with one of your magical tinkering effects without using up one of your available uses. | Starting at 3rd level, you can use one of your magic item infusions on this weapon without using up one of your available infusions. | Starting at 6th level, when you attack with this weapon and hit, the target becomes easier to hit. Attacks against the creature have advantage until the creature is hit with an attack. | Starting at 11th level, you can use an action to teleport yourself to the location of this weapon, or the weapon to your location. If you attempt to teleport to a space you cannot occupy, the teleportation fails and you take 4d10 force damage. | Starting at 17th level, your Intelligence score increases by 2, as does your maximum for that score. |
| Barbarian | When you enter your rage, this weapon emits a battle cry of your choice, inspiring you. You can add 1d4 to the next attack you make with this weapon before your rage ends. | Starting at 3rd level, once per turn while raging you can add an amount of damage equal to half your Barbarian level to an attack you make with this weapon. You can choose the damage type from fire, lightning, acid, radiant, or necrotic. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, if you make a reckless attack and miss, you can choose to turn the miss into a critical hit. Once you use this feature, you cannot do so until you complete a long rest. | Starting at 17th level, if you reduce a creature to zero hit points with this weapon, you can immediately make another attack against a creature within 5 feet, it no longer takes a bonus action. |
| Bard | You can use a bonus action to transform this weapon into an instrument, or back into its weapon form. You choose which instrument it turns into when you attune to it. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this instrument as your focus. | Starting at 6th level, if you use this weapon (or instrument) as part of a performance or persuasion check, you have advantage on the check. | Starting at 11th level, this weapon becomes simultaneously a weapon and an instrument, and you no longer need to transform it with a bonus action. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this instrument as your spellcasting focus. |
| Cleric | When you attune to this weapon, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this weapon. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your holy symbol. | Starting at 6th level, if you use this weapon as your holy symbol when you use a channel divinity option with a range of 30 feet, the range increases to 50 feet, though you can only affect 1 creature in that extended area. | Starting at 11th level, if an undead or fiend attempts to come within 5 feet of you while you are in possession of this weapon, they must first succeed a wisdom saving throw versus your spell save DC. On a failure, they cannot come within 5 feet of you on that turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. |
| Druid | When you attune to this weapon, it takes the shape of your choice, and can be used as your druidic focus. In addition, you can use an action to cause flowers to grow and bloom around a spot on dirt you touch with it. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your druidic focus. | Starting at 6th level, when you wild shape, you can choose to transform this weapon into a beast as well. The creature must be tiny, and follow all other restrictions of your wild shape. The creature follows your commands, and remains until you dismiss it, it is reduced to 0 hit points, or until it reaches the time limit of your wild shape. | Starting at 11th level, you can now transform your weapon into a beast or plant that is Tiny or Small, and you can do so as an action without wild shaping yourself, or as part of your action when you wild shape. You can do this twice, regaining expended uses when you complete a long rest. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your druidic focus. |
| Fighter | If you roll a 1 or 2 when rolling for your second wind, you may reroll the die. You must use the new roll. | Starting at 3rd level, if you took a 1 or 2 on a damage roll with this weapon, you may reroll the die. You must use the new roll. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, if you have an available use of second wind, action surge, or indomitable, you can choose to store it in this weapon, which expends 1 use of that feature, as if you had used it. This weapon can store up to 3 of these, one of each kind for use later. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon. |
| Monk | This weapon counts as a monk weapon for you. | Starting at 3rd level, this weapon can also count as a finesse weapon for you. In addition, you gain 1 additional ki point. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, you can spend 15 feet of movement on your turn to make an attack with this weapon. You can only do this once per turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon. |
| Paladin | When you attune to this weapon, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this weapon. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your holy symbol. | Starting at 6th level, you can choose two additional creature types (other than humanoid, fiend, or undead). These creature types also take an additional 1d8 radiant damage when you hit them with a divine smite, using this weapon. | Starting at 11th level, if you are holding this weapon in your hand, you have a 10 foot radius of protection around you. Creatures in that space have advantage on saving throws against spells and other magical effects. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. In addition, your radius of protection increases to 30 feet. |
| Ranger | This weapon glows, emitting dim light in a 5 foot radius whenever one of your favored enemies is within 150 feet. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC. | Starting at 6th level, creatures of your choice within 15 feet of you have advantage on saving throws your favored enemies cause them to make. | Starting at 11th level, you have advantage on attacks against your favored enemies made with this weapon. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls. |
| Rogue | While in dim light or darkness, this weapon is invisible to all other creatures except you. | Starting at 3rd level, this weapon becomes so light you can treat it as a finesse weapon, even if the weapon type is not. In addition, missing with this weapon does not reveal your position when hidden. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, a target you damage with your sneak attack continues to take 1d6 necrotic damage at the beginning of each of your turns for the next minute, until they regain any hit points, or until they use an action to stop the bleeding. | Starting at 17th level, the damage from the 11th level feature increases to 2d6. |
| Sorcerer | When you attune to this weapon, it takes the shape of your choice. In addition, you can use an action to change the color of any part of your body, or any nonmagical object you are wearing or carrying. This change lasts until you dismiss it, complete a long rest, or die. | Starting at 3rd level, you gain 1 additional sorcery point. | Starting at 6th level, you can attempt to use a metamagic option you do not currently have access to. To do so, you must succeed a Charisma check, the DC of which is 10 + the level of the spell you are casting. On a failure, you cast the spell without that metamagic effect. | Starting at 11th level, you gain a +2 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
| Warlock | When you attune to this weapon, it assumes the shape and design of your choice, and it can be used as an arcane focus. In addition, you can cast minor illusion. If you use minor illusion to create an image of a Tiny creature related to your Patron, the duration becomes 1 hour. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC. | Starting at 6th level, you learn 1 additional eldritch invocation of your choice. | Starting at 11th level, while you hold this weapon, the weapon attacks of creatures friendly to you within 120 feet count as magical. In addition, these creatures can use a bonus action to change the damage type of their weapon attacks to your choice of fire, necrotic, radiant, or cold until the end of their turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
| Wizard | When you attune to this weapon, it assumes the shape and design of your choice. In addition, you can cast the cantrip mage hand. If the hand is within 5 feet of you, it remains near you unless told to do otherwise. | Starting at 3rd level, your cantrips do extra damage equal to your proficiency bonus. | Starting at 6th level, you can store spell slots in this weapon. The weapon has 3 slots available. It can thus store 1 3rd level spell, a 2nd and 1st level spell, or 3 1st level spells. To store a spell in this weapon, you cast the spell, but instead of taking effect, it is stored in the weapon. To use the spell later, you spend the time needed to cast the spell, opening up the available slots in the weapon without expending your spell slots. | Starting at 11th level, you gain a +2 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
Life Force Shield
Armor: shield
Rarity- varies
Requires Attunement. If not attuned, the weapon is a mundane weapon.
Life Force shields level up when you do. The shield has a different beneficial effect based on what levels you have in what class. When you are attuned to a Life Force Weapon and you reach levels 1st, 3rd, 6th, 11th, and 17th in a specific class, you gain an additional benefit, as seen in the table below. When you first attune to a Life Force weapon, you gain all the benefits listed as applicable to all levels in any class you currently have. In addition, attuning to a Life Force Shield grants you proficiency with it.
| 1st level- Common | 3rd Level- Uncommon | 6th Level- Rare | 11th Level- Very Rare | 17th Level- Legendary | |
| Artificer | You can invest this shield with one of your magical tinkering effects without using up one of your available uses. | Starting at 3rd level, you can use one of your magic item infusions on this shield without using up one of your available infusions. | Starting at 6th level, this shield becomes a +1 shield, giving you a total bonus of +3 while wielding this shield. | Starting at 11th level, you gain a +2 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 17th level, your Intelligence score increases by 2, as does your maximum for that score. |
| Barbarian | When you enter your rage, this shield displays an image of your choice. The next time you take damage, you can use your reaction to halve the damage to you. You must be wearing this shield. | Starting at 3rd level, while wearing this shield, if an attacker targets an ally who is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. | Starting at 6th level, while raging and using this shield, you can attempt to shove a creature with a bonus action. | Starting at 11th level, this shield gains the properties of an animated shield (basic rules). | Starting at 17th level, while raging, you can take an additional bonus action on each of your turns. This bonus action must be used to either shove an opponent, animate this shield, or end your rage. |
| Bard | You can use a bonus action to transform this shield into an instrument, or back into its shield form. You choose which instrument it turns into when you attune to it. | Starting at 3rd level, you gain a +1 bonus to your spell attack bonus and spell save DC when casting a spell using this instrument as your focus. | Starting at 6th level, if you use this shield (or instrument) as part of a performance or persuasion check, you have advantage on the check. | Starting at 11th level, this shield becomes simultaneously a shield and an instrument, and you no longer need to transform it with a bonus action. | Starting at 17th level, you gain a +2 bonus to AC while wielding this shield (total: +4), as well as spell attack rolls, and spell damage rolls when you use this instrument as your spellcasting focus. |
| Cleric | When you attune to this shield, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this shield. | Starting at 3rd level, you gain a +1 bonus to your AC in addition to the shield’s normal bonus, as well as +1 to your spell attack bonus and spell save DC when casting a spell using this shield as your holy symbol. | Starting at 6th level, if you use this shield as your holy symbol when you use a channel divinity option with a range of 30 feet, the range increases to 50 feet, though you can only affect 1 creature in that extended area. | Starting at 11th level, if an undead or fiend attempts to come within 5 feet of you while you are in possession of this shield, they must first succeed a wisdom saving throw versus your spell save DC. On a failure, they cannot come within 5 feet of you on that turn. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this shield as your holy symbol. |
| Druid | When you attune to this shield, it takes the shape and design of your choice (it must still resemble a full-sized shield), and can be used as your druidic focus. In addition, you can use an action to cause flowers to grow and bloom around a spot on dirt you touch with it. | Starting at 3rd level, you gain a +1 bonus to your AC in addition to the shield’s normal bonus, as well as +1 to your spell attack bonus and spell save DC when casting a spell using this shield as your Druidic focus. | Starting at 6th level, when you wild shape, you can choose to transform this shield into a beast as well. The creature must be Tiny, and follow all other restrictions of your wild shape. The creature follows your commands, and remains until you dismiss it, it is reduced to 0 hit points, or until it reaches the time limit of your wild shape. | Starting at 11th level, you can now transform this shield into a beast or plant that is Tiny or Small, and you can do so as an action without wild shaping yourself, or as part of your action when you wild shape. You can do this twice, regaining expended uses when you complete a long rest. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this weapon as your druidic focus. |
| Fighter | If you roll a 1 or 2 when rolling for your second wind, you may reroll the die. You must use the new roll. | Starting at 3rd level, you can make an attack with this shield. On a hit, the target takes 1d4 bludgeoning damage, and you can attempt to shove the creature as part of the attack. If your strength score is 18 or higher, the damage increases to 2d4. | Starting at 6th level, you gain a +2 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 11th level, you can throw your shield, with a range of 20/60 feet. After throwing the shield, it returns automatically to your hands. | Starting at 17th level, while wielding this shield, you gain a +3 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. |
| Monk | This shield counts as a monk weapon for you. It does 1d4 bludgeoning damage on a hit. | Starting at 3rd level, while wearing this shield, if an attacker targets an ally who is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. | Starting at 6th level, you gain 1 additional ki point. | Starting at 11th level, if you hit a target with this shield, they take an additional 1d4 bludgeoning damage, and they must succeed a Strength saving throw versus your ki save DC or be knocked prone. | Starting at 17th level, while wielding this shield, you gain a +3 bonus to your AC, in addition to the shield’s normal bonus. |
| Paladin | When you attune to this shield, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this shield. | Starting at 3rd level, you gain a +1 bonus to AC, in addition to the shield’s normal bonus You also gain a +1 bonus to your spell attack bonus and spell save DC when casting a spell using this shield as your holy symbol. | Starting at 6th level, you can make a ranged attack with this shield. The range is 20/60, and it does 1d4 bludgeoning damage on a hit. After throwing the shield, it automatically returns to your hand. | Starting at 11th level, when you hit a creature with this shield, it now does 2d4 bludgeoning damage, and the target must succeed a Strength saving throw versus your spell save DC or be knocked prone. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. |
| Ranger | This shield glows, emitting dim light in a 5 foot radius whenever one of your favored enemies is within 150 feet. | Starting at 3rd level, you gain a +1 bonus to your AC, in addition to the shield’s normal bonus, as well as a +1 bonus to your spell attack bonus and spell save DC. | Starting at 6th level, creatures of your choice within 15 feet of you have advantage on saving throws your favored enemies cause them to make. | Starting at 11th level, you | Starting at 3rd level, you gain a +2 bonus to your AC, in addition to the shield’s normal bonus, as well as a +2 bonus to your spell attack bonus and spell save DC. |
| Rogue | This shield is magically stabilized, allowing you to perform rudimentary functions with both hands while the shield is still on your arm. This includes using thieve’s tools and climbing, but does not include wielding a weapon. | Starting at 3rd level, this shield becomes so light you can treat it as a finesse weapon. It also grows spikes, causing it to do 1d6 piercing damage on a hit. | Starting at 6th level, while you are in dim light or darkness and wielding this shield, you can hide using only this shield as cover. | Starting at 11th level, if you hit a Large or smaller creature with this shield, they are pushed back 5 feet. | Starting at 17th level, you gain a +3 bonus to AC. This is in addition to the shield’s normal bonus to AC. |
| Sorcerer | When you attune to this shield, it takes the shape and design of your choice (it must still resemble a full sized shield). In addition, you can use an action to change the color of any part of your body, or any nonmagical object you are wearing or carrying. This change lasts until you dismiss it, complete a long rest, or die. | Starting at 3rd level, you gain a +1 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 6th level, you can attempt to use a metamagic option you do not currently have access to. To do so, you must succeed a Charisma check, the DC of which is 10 + the level of the spell you are casting. On a failure, you cast the spell without that metamagic effect. | Starting at 11th level, you gain a +2 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. You also gain a +2 bonus to your AC, in addition to the shield’s normal bonus. |
| Warlock | When you attune to this shield, it assumes the shape and design of your choice (it must still resemble a full sized shield), and it can be used as an arcane focus. In addition, you can cast minor illusion. If you use minor illusion to create an image of a Tiny creature related to your Patron, the duration becomes 1 hour. | Starting at 3rd level, you gain a +1 bonus to your spell attack bonus and spell save DC when you use this shield as your arcane focus. | Starting at 6th level, you learn 1 additional eldritch invocation of your choice. All other restrictions apply. | Starting at 11th level, while you wield this shield, you gain a +3 bonus to AC, in addition to the shield’s normal bonus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. |
| Wizard | When you attune to this shield, it assumes the shape and design of your choice (it must still resemble a full sized shield). In addition, you can cast the cantrip mage hand. If the hand is within 5 feet of you, it remains near you unless told to do otherwise. | Starting at 3rd level, you gain a +1 bonus to your AC when you wield this shield, in addition to the shield’s normal bonus. | Starting at 6th level, you can store spell slots in this shield. The shield has 3 slots available. It can thus store 1 3rd level spell, a 2nd and 1st level spell, or 3 1st level spells. To store a spell in this shield, you cast the spell, but instead of taking effect, it is stored in the shield. To cast the spell later, you spend the time needed to cast the spell, and the available slots in the shield open up without expending your spell slots. | Starting at 11th level, you gain a +2 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. You also gain a +2 bonus to AC when you wield this shield, in addition to the shield’s normal bonus. |
Treant Varieties – Varieties of Treants for each DND environment
The Variety of Trees. Trees vary in race, shape, and size as much as humanoids do. They dwell not only in forests but nearly every natural environment, and the treants who awaken from such trees keep their original abilities and traits. Treants treat every variety and species as one of their own, a part of their sacred responsibility to protect the woodland realms. Below are different varieties of treants, labeled by the trees they awakened from.
Arctic
Huge Plant, Typically Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Cold, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Ice Walk. The treant can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
The frozen north is covered by sprawling pine forests. Forests shepherded by Arctic adapted treants.
Coastal
Gargantuan Plant, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 198 (12d20 + 72)
Speed 30 ft.
STR
26 (+8)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, CON +10
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Redwoods are some of the tallest trees in the natural world, growing upwards of 300 feet tall. They grow almost exclusively near coastlines, getting extra water they need to grow from the fog in the air. They also have thick, fire-resistant bark enabling them to better withstand forest fires than most trees. Redwood treants are correspondingly enormous. These tats can also be used for a sequoia treant.
Desert
Large Plant, Typically Chaotic Good
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Joshua trees, while not technically trees, share enough characteristics that they can awaken just as trees do. Their leaves are hard and pointed. They are highly adapted to dry desert environments.
Forest (tropical)
Huge Plant, Any Chaotic Alignment
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Poison
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Barbed Hide. At the start of each of its turns, the treant does 1d10 piercing damage to any creature grappling it. It also does this damage to any creature who hits it with a natural weapon.
Poisonous Bark. A creature that hits the sandbox tree with a bite attack is poisoned for the next minute. While poisoned in this way, they take 4 (1d8) poison damage at the start of each of their turns. A poisoned creature can make a DC 16 Constitution saving throw at the end of each of their turns, ending the effect on a success.
Actions
Multiattack. The treant makes two slam attacks, or four bullet seed attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Bullet Seeds. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d10) piercing damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Sandbox trees, also known as Dynamite trees, turn into some of the most violent of treants. Their seeds shoot with explosive force, their bark is covered in spines and is poisonous. Their sap is also highly poisonous. They are found most often in tropical forests.
Tonka Bean Tree
Tonka trees are resistant to lightning damage, and have the following trait:
Lightning redirection: When a Tonka tree takes lightning damage, the damage it would have taken if not resistant is instead redirected to creatures within 10 feet of the treant, starting with the closest. If that creature is reduced to 0 HP, the lightning leaps to the next closest target.
Grassland (or hill)
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Reactions
Serotinous Cones. If the treant takes fire damage, it can use its reaction to release bullet-like seeds in a 15 foot radius. Creatures in that area must succeed a DC 16 Dexterity saving throw or take 11 (2d10) piercing damage. They take half as much damage on a success.
Lodgepole pine trees are often used in construction because they are tall, strong, and straight. They are able to adapt to soils with lower nutrient levels, which is why they can be found in grassland or hilly areas. They also have cones which are adapted to spread their seeds after a forest fire. If these serotinous cones reach a certain temperature, the seeds are expelled with force.
Mountain
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Radiant
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Clone (1/day). If the treant is reduced to 0 hit points, it can transfer its consciousness to another aspen tree within 60 feet.
Bitter Leaves. If the treant is hit by a bite attack, the attacker spends its action on its next turn hacking and coughing.
Wind Resistance. The treant has advantage on saving throws made to resist being pushed or damaged by wind.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Aspen trees have natural sunscreen making them resistant to radiant damage. They also have extremely bitter leaves, and can clone themselves to reproduce. Treants who come from aspen trees also gain these abilities. Also known as “quaking aspens” because of the way their leaves shake in the wind, this makes aspen treants resistant to the wind.
Swamp (or coastal)
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Amphibious. The treant can breathe both air and water.
Swamp Walk. Difficult terrain caused by mud or shallow water does not cost the treant extra movement.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed a DC 16 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Mangrove trees inhabit swampland estuaries. They have high salt tolerance, and roots that extend above the ground to help give the tree access to the air. Mangrove treants use these roots to knock their enemies down in the swamp water.
Underdark (or hill, desert, or mountain)
Huge Elemental, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +10
Damage Resistances Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine
Senses Tremorsense 60 ft., Passive Perception 13
Languages Common, Druidic, Primordial, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal petrified tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees or petrified trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Trees which have been petrified and fossilized still have the ability to be awakened and become a treant. But since they are no longer made of wood, they have gained characteristics of elementals. Some of these petrified treants care for entire petrified forests in the underdark or the desert.
Underwater
Gargantuan Plant, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 297 (18d20 + 108)
Speed 40 ft., Swim 40 ft.
STR
29 (+9)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +14, CON +11
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Aquan, Common, Druidic, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Amphibious. The treant can breathe both air and water.
Tide Walker. The treant cannot be pushed or damaged by water.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Saltwood trees are enormous trees native to the magical land of Lighra. They grow in the ocean, rooting themselves to the sea floor. They are so tall they often extend a hundred feet or more above the surface of the water. Amphibious Nymphoids commonly live in these trees, from the roots to the branches, and use the enormous seed pods as canoes. Saltwood treants are correspondingly enormous, protecting the oceanic saltwood groves.
Urban
Tiny Plant, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
9 (-1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +5
Skills Insight +5
Damage Vulnerabilities Fire
Damage Resistances Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Household Object. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 2 bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Through magical manipulation and years of domestication and cultivation, elves have been able to duplicate the awakening of treants in household plants. Bonsai treants are often used in woodland communities as servants, pets, or home defense.