Dragon

Part 1: Wyrmling Race


Wyrm's Legacy

As a dragon wyrmling you are born bearing the scales of one of fifteen dragon colours - those of the metallic, chromatic, and gemstone dragons. This legacy has been born by you even before hatching, as the memories and influence of your ancestors slept within your blood, whispering to you in the egg such that when you emerged, you were capable of fending for yourself. The lingering ghosts of dragons long past often pushes dragons towards certain personality traits or attitudes, which is why dragons of the same scale are often similar in nature even when raised in different circumstances far across the world from one another.

Despite this however each dragon is their own individual and some take great pride in shirking the shackles of the past, becoming their own dragon and rejecting that which came before.

Insatiable Learners

Young dragons, especially those fresh from the egg, feel a strong desire to learn. Knowledge is their best defense against the dangers of the world while they are still growing into their own power. Some learn by watching, some learn by doing, and some learn by asking questions, but regardless of their preference all young dragons have a strong desire to learn. This need is often satiated by their parent, if one is present, but if then a young dragon will either seek out a lair of their own for protection as they discover their own abilities or, more rarely, seek to learn by seeing the world in a stte of wanderlust, in order to hone their mind and their abilities - and to seek treasure.

Hoarders

One unifying feature of dragonkind is a desire for treasure, which they often accumulate into a hoard in their lairs. Some dragons will spend centuries accumulating this wealth and never spend a copper of it, instead simply wishing to own this. Many theories exist for why dragons do this, and even asking dragons (those who deign to discuss the matters with mortals) often gives no singular answer. The most commonly accepted belief is that it is done as a status symbol - to dragons and mortalkind alike - and as an expression of power. In the event they need to, a dragon may spend from their hoard in order to garner the power they need at a moment's notice.

Some speak of rituals that dragons may use towards the twilight of their life to determine their own method of passing, but these details are closely guarded secrets, and those mortals who would dare spread information about it often find themselves in the belly of their literary subject matter.

Wyrmling Traits

  • Ability Score Increase. Your Charisma score increases by 2 and you increase one other score of your choice by 1.
  • Age. Dragons can live for thousands of years when not killed by intrepid adventurers, but as a young dragon starting out you will range anywhere between one and fifteen years of age. Being so young, your wings are not yet fully formed for flight.
  • Alignment. You may lean towards one alignment or another based upon your draconic subtype, but ultimately you're your own dragon, and young as you are you've not had much time to determine a philosophical outlook on life.
  • Size. Wyrmling dragons vary in size but usually average around two or three feet in height and length. Your size is small.
  • Speed. Your base walking speed is 30 feet.
  • Type. Your creature type is Dragon, rather than humanoid.
  • Darkvision. Dragons are natural predators, and you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Claws. Your claws are natural weapons which you can use to marke unarmed strikes. If you hit with them you deal slashing damage equal to 1d6 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Draconic Subtype. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Type
Colour Energy Type Breath Shape
Black Acid 5' by 30' Line (Dex save)
Blue Lightning 5' by 30' Line (Dex save)
Brass Fire 5' by 30' Line (Dex save)
Bronze Lightning 5' by 30' Line (Dex save)
Copper Acid 5' by 30' Line (Dex save)
Gold Fire 15' Cone (Dex save)
Green Poison 15' Cone (Con save)
Red Fire 15' Cone (Dex save)
Silver Cold 15' Cone (Con save)
White Cold 15' Cone (Con save)
Amethyst Force 15' Cone (Con save)
Crystal Radiant 5' by 30' Line (Dex save)
Emerald Psychic 15' Cone (Wis save)
Sapphire Thunder 15' Cone (Con save)
Topaz Necrotic 5' by 30' Line (Con save)
  • Magical Scales. You gain resistance to the energy type listed for your draconic subtype.

  • Dragon Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Each creature in that area, as determined by your draconic subtype, must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d8 damage of the type associated with your Draconic Subtype. On a successful save, it takes half as much damage. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

You can use your Dragon Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Quadruped. Your claws are ill suited to using objects made for humanoids, and you have disadvantage on any attack rolls or tool use ability checks for weapons or tools that are not specifically made for a dragon's claws. In addition, armour may not suit you, and you may need to instead purchase barding. In return, you have advantage on ability checks against being shoved back or knocked prone, so long as you are on the ground.

  • Languages. You know Draconic, Common, and one other language of your choice.

Part 2: Dragon Class

Dragon
Level Proficiency Bonus Features
1st +2 Draconic Archetype
2nd +2 Terrain Familiarity, Change Shape
3rd +2 Scalescion Feature (Tail Swipe), Weaveblood Feature (Induct Subject)
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Enhanced Abilities, Infused Body
7th +3 Working Wings, Scalescion Feature (Enhanced Breath Weapon)
8th +3 Ability Score Improvement
9th +4 Frightening Presence, Weaveblood Feature (Spellbound Breath)
10th +4 Scalescion Feature (Ability Score Improvement)
11th +4 Treasure Sense, Scalescion Feature (Bite)
12th +4 Ability Score Improvement
13th +5 Scalescion Feature (Enhanced Growth Spurt)
14th +5 Strong Wings
15th +5 Scalescion Feature (Wingblast), Weaveblood Feature (Shimmerskin)
16th +5 Ability Score Improvement
17th +6 Scalescion Feature (Perfected Growth Spurt)
18th +6 Influence Weather
19th +6 Ability Score Improvement
20th +6 True Dragon
Limited Availability

The Dragon class is intended for use with the dragon wyrmling race detailed above, however at the DM's discretion you could use it with a dragonborn, though they may need minor adjustments to accomodate this such as an additional claw natural weapon.

Multiclassing

To multiclass into or out of the dragon class, a character requires 13 Strength and 13 Charisma. Multiclassing into the dragon class after 1st level gives you 2 skills from their proficiency list.

Barding

Dragons are not usually meant to wear armour; their lack of proficiencies, and subclass features, reflect this. In the event that a dragon wishes to make use of magic armour, they may pay a trained smith 1000gp + 5x the cost of the armour type to turn the magic armour into barding. This takes two weeks to complete, regardless of armour type.

Introduction

While dragons may take any class, most dragons choose to focus solely on their own internal powers and deriving power from their own magical bloodline, instead of any external powers, pact magic, or in-depth study. The dragon class is a representation of this focus. Though dragons who take this class are usually very young, those who garner vast amounts of experience can find their growth skyrocketed beyond those dragons who choose the slower, safer path.

Class Features

As a Dragon, you gain the following class features.

Hit Points

Hit Dice: 1d8 per dragon level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragon level after 1st level.

Proficiencies

Armor: None, save for any barding made specifically for you.

Weapons: None

Saving Throws: Constitution, Charisma

Skills: Choose three skills from the following list: Athletics, Acrobatics, Stealth, Arcana, Investigation, History, Nature, Survival, Insight, Perception, Deception, Intimidation, Performance, Pesuasion.

Equipment

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

  • (a) a scholar's pack or (b) an explorer's pack

Draconic Archetype

At 1st level in this class the dragon chooses on of two paths to follow to embrace the power source that they wish to exemplify: The Scalescion, whose physical presence and power embodies the dragons of legend, and the Weaveblood, who uses their magical nature to tap into their bloodline and become a spellcaster without peer. These archetypes are detailed at the end of this class description.

Terrain Familiarity

At 2nd level you gain a closer familiarity with certain types of terrain, based upon your Draconic Subtype, as detailed on the table below. While within your famiiar terrain, you have advantage on any Stealth, Perception and Survival checks you make. You also have advantage on any Nature ability checks that relate to your familiar terrain.

Colour Terrain Type
Black Swamps
Blue Deserts
Brass Deserts
Bronze Coasts
Copper Mountains
Gold Magic-infused land
Green Forests
Colour Terrain Type
Red Mountains
Silver Mountains
White Arctic
Amethyst Underground
Crystal Mountains
Emerald Underground
Sapphire Underground
Topaz Coasts

Change Shape

From 2nd level you learn how to morph your shape to pass among the mortal races. As an action you can cast the Alter Self spell at will, with the following restrictions: You can only use the ability to transform yourself into a humanoid of either small or medium size, the form you change into is set when you first gain this ability, though you can change it when you level up. In addition, while your shape is changed from this feature you may access none of your Dragon class features except for your hit dice, your skills, any Ability Score Improvements, and your saving throw proficiencies. You also cannot access your Claws or Dragon Breath racial abilities while your shape is changed. You may revert to your dragon form as a bonus action on your turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, Weaveblood dragons can cast one Weaveblood cantrip in place of one of those attacks.

Enhanced Abilities

At 6th level the dragon gains additional ability scores for the path they didn't choose - Scalescion dragons gain +2 to their Charisma score, and Weaveblood dragons gain +2 to their Strength score.

Infused Body

Your magic blood seeps through to your natural weapons. From 6th level your claws count as magical for the purpose of overcoming damage resistance and immunities.

Working Wings

At 7th level you've grown enough to perform some rudimentary flight. You may now take to the air with a flight speed equal to your walking speed. You may only fly for a number of minutes equal to your strength modifier, split into 1 minute increments, refreshing on a long rest.

Frightening Presence

Even the youngest of dragons can learn to strike fear in the hearts of mortals. When you take the attack action you may sacrifice one attack (or cantrip) to force each creature of the dragon's choice that is within 300 feet of the dragon and aware of it to make a Wisdom saving throw against your breath weapon DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Scalescions do not need to sacrifice an attack to make use of Frightening Presence, and can simply choose to do so when they take the attack action.

Frightening Presence can be used a number of times equal to your constiution modifier, refreshing on a long rest.

Treasure Scent

Dragons have an innate connection to wealth, and you are no different. By reaching 11th level you gain the ability to detect any precious metals (including coinage), gems, expensive pieces of art, or similar treasures within 30ft of you, even through total cover. You instinctively know their number and location. In addition, you have advantage on any ability checks to appraise the cost of goods.

Strong Wings

From 14th level, the flight granted by your Working Wings feature now has a flying speed equal to twice your walking speed. In addition, your wings are strong enough that they are no longer limited by time and you can fly indefinitely.

Influence Weather

Dragons bend the world around them simply with their presence, and one of the more subtle ways in which this manifests is the climate. From 18th level when you remain in one location for a week, the climate slowly begins to shuffle closer towards that of your familiar terrain - black dragons cause persistent heavy rains that threaten to turn the land swampy, bronze dragons summon up heavy coastal winds, no matter how far inland they are, and white dragons may see the land be visited by completely out of season snowstorms. For those dragons who dwell underground, the land might begin to darken as the sun stops shining upon the land, shrouding it in darkness. Once you have remained in one location for a further week - two weeks in total - the climate within 1 mile of you has shifted sufficiently that it now counts as your familiar terrain. After 6 months in the same location, this expands to 5 miles.

You must leave the area and remain absent from it for at least the amount of time you remained there in order for the natural climate to reassert itself. If you remain in the location for one year without leaving it, the climate within 5 miles is permanently changed due to your magical influence.

True Dragon

By reaching 20th level your draconic potential allows you to claim the mantle of True Dragon. This grants you the following benefits:

  • Your darkvision range increases from 60ft to 120ft. You also gain blindsight out to 30ft.
  • You gain Immunity to the energy type from your draconic subtype.
  • When you fail a saving throw, you may choose to succeed on in instead. You must complete a long rest before being able to use this feature again.
  • All your hit dice, for the purpose of healing, are changed to 1d12. Your maximum hit points are increased by +40 to reflect the increase in hit dice size from d8 to d12.

Scalescion

Scalescions are the more physical of the two draconic archetypes, focused on using their claws, tail and teeth to tear through the enemies. They are almost always found on the front line, ensuring that their breath weapon is in the perfect position to cover as many foes as possible.

Thick Scales

From 1st level, Scalescions may choose to calculate their armour class as 13 + their strength modifier.

Growth Spurt

Scalescions are able to channel their magical blood to give themselves a temporary burst in size and strength. From 1st level as a bonus action on your turn you may choose to grow to large size for 1 minute, or until you choose to return to normal size which you can do at no action cost, evne when it is not your turn. While large, your Claws deal an additional 1d6 slashing damage and you gain +1 to your armour class while using your Thick Scales feature to calculate your armour.

Growth Spurt can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Tail Swipe

From 3rd level when you are hit by an attack you can use your reaction to swiftly swipe your tail, in an effort to deflect the blow. Roll 1d4 and add this to your armour class against that attack. While you are affected by Growth Spurt, you may roll a 1d6 instead.

Enhanced Breath Weapon

From 7th level your mastery over your breath weapon allows you to twist it into different forms to better serve your purposes. Choose one of the following features to add to your breath weapon:

Breath Effect Description
Entangling Breath Creatures that fail the saving throw against your breath are entangled by your breath, Restraining them until the end of their next turn. They can use an action to make a strength saving throw against your breath weapon DC to end the restrain early.
Slowing Breath Creatures that fail the saving throw against your breath are Slowed, as the Slow spell, until the end of their next turn.
Sickening Breath Creatures that fail the saving throw against your breath gain one level of exhaustion.
Barrier Breath When you add this breath effect you use it to create a small barrier around yourself, gaining temporary hit points equal to your proficiency bonus until the end of your next turn. If a creature damages you with a melee attack while you have these temporary hit points, they take 5 damage of your breath weapon damage type.
Fog Breath Your breath weapon leaves a lingering cloud of fog in its wake, until the end of your next turn. This fog is opaque and grants heavy obscurity to anyone who stands inside of it.
Weakening Breath Creatures who fail the saving throw against your breath weapon deal half damage with all weapon attacks until the end of their next turn.
Enduring Breath Your breath clings to those who fail their saving throw. At the start of your next turn, all creatures take additional damage equal to half the damage you dealt with your breath.

You can change your choice of breath enhancement whenever you complete a short or long rest.

In addition, when you have no uses of your breath weapon remaining it Recharges (as the monster ability) to one use on a roll of 5 or 6, or after 1 minute.

Ability Score Improvement

In addition to a dragons's standard Ability Score Improvements, you gain an additional Ability Score Improvement at 10th level, which you you can use to 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.

Bite

By reaching 11th level your jaws are finally strong enough to use as a proper weapon. When you take the attack action on your turn you use your bonus action to bite a creature adjacent to you. This is a natural weapon that deals 1 + your strength modifier in magical piercing damage and 1d6 of your breath weapon energy type damage.

While under the effect of Growth Spurt, when you hit with your bite you can choose to automatically grapple the target so long as they are Huge size or smaller. While you have a target grappled with your bite, your bite has advantage on attack rolls against that target. You may only grapple one target with your Bite at at time. If you bite another creature, your grapple instantly ends.

Enhanced Growth Spurt

Your growth potential increases from 13th level. While under the effect of Growth Spurt the armour class bonus is increased by +1 (to +2), and you gain a +1 to all saving throws.

In addition, Growth Spurt uses now refresh on both a short and a long rest.

Wingblast

Your growth-enhanced wings allow you to use them to make a sudden exit. From 15th level after you are attacked and the damage has resolved you can use your reaction to unleash a blast of wind. All creatures within a 10' radius must make a strength saving throw against your breath weapon DC or take 2d10 bludgeoning damage and be knocked prone. On a successful saving throw, they take half damage and are not knocked prone. You may then move up to 15ft in any direction. This movement does not provoke opportunity attacks.

Perfected Growth Spurt

From 17th level you perfect the use of your body's magic to provoke a burst of growth in you. Growth Spurt now lasts indefinitely, only reverting when you choose to do so, and you can use it at will instead of having a number of uses between rests. The saving throw bonus is also increased by +1 (to +2).

In addition, the damage dice of your claws and bite, and the armour class boost dice of Tail Swipe, are increased to d8s instead of d6s, while you are affected by Growth Spurt. Finally, while you are under the effect of Growth Spurt, the flight speed of your Working Wings is equal to four times your base walking speed.

Weaveblood

Weaveblood dragons take their focus away from the physical and focus their efforts on the magical, gaining potent spellcasting powers in return. They combine this spellcasting with their natural breath weapon to project pure destruction across the battlefield, while hiding their small form behind their much sturdier companions.

Design Note

Much of the Weaveblood's power budget is tied to their spellcasting abilities. For this reason they have notably fewer 'unique' features compared to a Scalescion.

Arcane Scales

A weaveblood's magic infuses into the scales that run from head to tailtip. From 1st level, Weavebloods may choose to calculate their armour class as 11 + their charisma modifier.

From 13th level, this increases to 13 + their charisma modifier.

Spellcasting

Your arcane-infused blood grants you the power of magic, and by choosing to follow the Weaveblood path you gain access to spellcasting. When you first take this subclass, choose from either the Sorcerer or the Bard spell list. Once chosen, this cannot be changed.

Cantrips

At 1st level, you know four cantrips of your choice from your chosen spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dragon spells table.

Spell Slots

The dragon spells table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from your chosen spell list.

The Spells Known column of the dragon spells table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your dragon spells, since the power of your magic relies on your ability to project your will into the world. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a dragon spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

Dragons themselves are so infused by magic they do not need to provide a material component or use an arcane focus, except when the spell calls for expensive consumable components.

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

On top of the spells known you learn from level up, you also automatically learn the following spells when you reach the appropriate level in this class. These do not count against your number of spells known.

Dragon Level Spells
1 Absorb Elements, Command
3 Locate Object, Shatter
5 Ashardalon's Stride, Nondetection
7 Mordekainen's Private Sanctum, Fire Shield
9 Dominate Person, Summon Draconic Spirit
17 Shapechange

Induct Subject

Dragons often have servants - compelled or otherwise - to serve them. From 3rd level at the end of a long rest you can choose one willing creature to become your servant. While your servant is within 5ft of you, they may use their reaction to redirect an attack made against you to themselves instead. When they do so, they add your charisma modifier to their armour class.

Spellbound Breath

From 9th level you can expend a spellslot to regain 1 use of your breath weapon (regardless of spellslot level expended) as a bonus action.

In addition, if you succeed on a saving throw against a spell or magical effect you siphon off some of the magic into your breath weapon. It deals an additional dice of damage the next time it is used within 1 minute.

Shimmerskin

At 15th level your scales are shrouded in a protective cloth made of magic which grants you advantage on saving throws against any spells or magical effects. After you take damage this property ceases to function until the start of your next turn.

Part 3: Hatchling Background

Note

Most wyrmlings who are played will lack the life experience to properly benefit from a standard adventuring background - though some might. For the rest, the Hatchling background is provided as an alternative.

Hatchling dragons who leave the nest usually do so for one of three reasons: the death of their parents, the abandonment by their parents, or a deep urge for wanderlust. Some hatchlings find themselves born as the 'property' of mortals, though rarely does such a situation last once the dragon gains proper control of their faculties.

While mortal infants tend to be helpless and without ability, your dragon blood imparts knowledge to you even without proper training or practice - ancestors long turned to dust whispered from beyond time as you grew within your egg, teaching you languages and the skills you would need to survive even on your own without the guiding hand of your clutchmother.

As a nearly-freshly hatched dragon you are nevertheless naive to much of the ways of the world, leaning heavily on what little you've experienced and the ancient whispers that might impart details long since outdated.


Skill Proficiencies: Survival, Perception.

Languages: One of your choice.

Tool Proficiencies: One of your choice.

Equipment: Precious treasures, the beginning of your hoard, worth 100gp. These might be coins, gems, or useful items that you determine. Nevertheless, you are loathe to part with them unless necessary - they are the start of something great, after all.

Feature: Dragonkin

You are recognised as belonging to dragonkind, and dragons are predisposed to treat you with more grace than immediate hostility. Dragons who come from your same classification (metallic, chromatic, or gem) may freely offer hospitality, while antagonistic dragons may seek to talk first to determine your cause, and see if they can twist you to their own purposes.

Suggested Characteristics

Dragons are often characterised by two primary traits: their desire for a hoard, and an innate streak of arrogance, even among their young. Whether kind or malicious this (sometimes unearned) pride in their self often tints their interactions with mortals, though those who spend enough time among the 'lesser races' may eventually find themselves discarding it.

d8 Personality Trait
1 These 'people' should be happy I show them any attention at all. I'm a dragon, I'm above them.
2 Arts is more important than coin. My hoard is that of beauty, rather than coin.
3 I'm a glutton for food of all types, and always seek out something new to eat. No food is too esoteric.
4 Some might call me lazy, but I'm just taking life as it comes. I've got time.
5 A good joke is worth a thousand words, and I will amass a hoard of every joke worth telling - and then tell them all.
6 It's not vanity to show off my treasure, everyone should be able to see the glory of my hoard - and be envious of it.
7 I will never stop talking unless you make me.
8 My emotions often get the better of me, in all the best and worst ways. If I had sleeves, my emotions would be worn beyond them.
d6 Ideal
1 Greed. Above all, I need to grow my hoard - at any cost (Evil).
2 Independence. No one should be beholden to another - certainly not me (Chaotic).
3 Duty. Dragons have served to maintain order both in the open and in the shadows. I will not tarnish that legacy (Lawful).
4 Redemption. There's a spark of good in everyone (Good).
5 Beauty. To make the world beautiful is a task that will take a dragon's mind to accomplish - and I will see it through. (Neutral)
6 Knowledge. Only by knowing oneself and the world can they exact change. (Neutral)
d6 Bond
1 My parents abandoned me before I hatched, I want to find out why.
2 My destiny is to be the greatest dragon of all time.
3 An impeccable hoard requires impeccable guardians, I seek worthy subjects who will serve me.
4 The lesser races are prone to dying. I will protect them.
5 Only by earning treasure with my own claws can I call it mine. I will become rich by my own merits.
6 My parents sent me off to prove my worth, I cannot return to them until I am strong enough.
d6 Flaw
1 Insulting a dragon cannot be forgiven - not without a substantial monetary donation, anyway.
2 I will lie freely and without any concern. Why bother with the truth when the mortals will be dead in a century?
3 Weak mortals need a dragon's protection, and I will protect them whether they want me to or not.
4 Mortals should stand in defence of their betters, and I will sacrifice them so that I might survive.
5 Why should I share the treasure? I'm a dragon.
6 People should listen to me, because I am the smartest, wisest, and most perfect being in the room.