Epic Monster Classes

The Menagerie of Dragons


by Patrick Lee Kealakai Knight

Cover Art by Joshua Raphael

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Contents

 

 

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Epic Monster Class

Thank you for choosing the Epic Monster Classes: The Menagerie of Dragons 5e supplement. This PDF is part of my line of playable monster class options. Please keep in mind that monsters are not on equal footing with standard creatures that you would normally find adventuring out in the world. Playing as an epic monster class means that you, at mid to high levels, will be much stronger than other adventurer races and most likely not playing the role as one of the “good guys” due to the fear your race strikes into the hearts of others. You will need to disguise yourself to keep your identity secret or need a strong enough reputation wherever you go as a “non-hostile” creature, so as to not be hunted down and killed by other adventurers or villainous creatures. Always ask your DM for both permission to play as one of these dragons and to help create a backstory for as to way you, a dragon, are even adventuring with your group.

Dragon Class

Normally, when you create your character you first choose a race to play as. With the epic monster classes you don’t pick a race because your race is now your class. Only the most powerful monsters can be both race and class simultaneously. With the dragon class, you will pick your subclass right away at level one. That subclass being your race’s subspecies (AKA. Gold dragon, Green dragon, Sapphire dragon, etc.). However, unlike normal subclasses, you will only gain more racial features that add new features to use or replace old ones with updated versions of what came before. Such as improved attacks, hit dice, and much more. You will choose from one of the “Dragon Wyrmling’’ options and then follow the growth of your class from level 1 all the way up to level 50.

Also, for the sake of gameplay, dragons can grow quickly from leveling up like an adventurer or they can just level by waiting for time to pass by slowly like most dragons do. The rapid growth of dragons that level up this way doesn’t affect their natural lifespan. So don’t worry about accidentally aging your dragon to death when you level up your class. They still have thousands of years left to live, even at level 50. They’re just physi-cally maturing faster than normal.

Each dragon has both advantages and disadvantages when playing them in and out of combat. Choose wisely because once you pick what kind of dragon you want to be, you can’t become a different one. Also, remember that if your DM allows multiclassing, you can always take a level in another class. For multiclassing pur-poses, all dragon spells you gain are counted separately from other spells you gain from normal classes and are not combined, nor can be used in conjunction with nor-mal class spells and spell slots unless you have a feature


that allows it.

Racial Features

As a dragon, you gain the following class features:

Hit Points

Hit Dice:
3d10 per Dragon level. The dice for your Hit Points increase to d12s at 6th level, again at 16th level to d20s, and increase at 31st level to 6d20s.
Hit Points at 1st Level:
30 + your Constitution modifier.
Hit Points at Higher Levels:
3d10 (or 15) + your Consti-tution modifier per dragon level after 1st, 3d12 (or 18) + your Constitution modifier per dragon level after 15th, 3d20 (or 30) + your Constitution modifier per dragon level after 30th.
Breath Weapon save DC
= 8 + your proficiency bonus + your Charisma modifier
Wing Attack save DC
= 8 + your proficiency bonus + your Dexterity modifier
Frightful Presence save DC:
8 + your proficiency bonus + your Charisma modifier

Languages

From birth, you are able to speak, read, and write Dra-conic. You can also speak, read, and write Common.

Mind of the Ages

As a dragon, there are some things that are instilled into your blood from birth, such as your magical abilities. However, the one thing all dragons are born with is a perfect memory. Your memory is so precise that you can remember both where and when you got every coin you have ever obtained, even ones you don’t have anymore. Despite being natural born sorcerers, this innate ability can make dragons the most powerful wizards the world have ever seen. If all dragons, and not just gold dragons, had the craving to learn the limitless secrets of magic, the world might’ve ended up being ruled by dragons instead of humanoids.

If you multiclass into a class that has you prepare spells, you can have a number of those spells you know, equal to your dragon level, always considered to be prepared in addition to any spells you normally prepare. During a long rest, you can replace any of those spells you’ve prepared with this feature switched out for a different spell you haven’t prepared. Additionally, should you forget something or need a reminder of past events, you can ask the DM directly for the information without having to make a skill or ability check.

Draconic Body

You’ll never be able to measure up to the raw power of a dragon older than yourself. But just as they have the edge over you, you also have the edge over younger dragons as well.

You have disadvantage on all attacks against dragons

 

 

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Dragon Features Table
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known — Dragon Spell Levels —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
1st +2 Dragon Wyrmling 1 1 *
2nd +2 2 Font of Magic 1 1 *
3rd +2 3 1 2 *
4th +2 4 Ability Score Improvement 1 2 *
5th +3 5 1 3 * *
6th +3 6 Young Dragon, Draconic Shape Change 1 3 * *
7th +3 7 1 4 * *
8th +3 8 Ability Score Improvement 1 4 * *
9th +4 9 1 5 * * *
10th +4 10 1 5 * * *
11th +4 11 2 6 * * *
12th +4 12 Ability Score Improvement 2 6 * * *
13th +5 13 2 7 * * * *
14th +5 14 2 7 * * * *
15th +5 15 2 8 * * * *
16th +5 16 Ability Score Improvement, Adult Dragon 2 8 * * * *
17th +6 17 Greater Draconic Shape Change 2 9 * * * * *
18th +6 18 2 9 * * * * *
19th +6 19 2 10 * * * * *
20th +6 20 Ability Score Improvement 2 10 * * * * *
21st +7 21 3 11 * * * * * *
22nd +7 22 3 11 * * * * * *
23rd +7 23 3 12 * * * * * *
24th +7 24 Ability Score Improvement 3 12 * * * * * *
25th +7 25 Draconic Metamagic 3 13 * * * * * * *
26st +8 26 3 13 * * * * * * *
27nd +8 27 3 14 1 * * * * * *
28rd +8 28 Ability Score Improvement 3 14 * * * * * * *
29th +8 29 3 15 * * * * * * * *
30th +8 30 Ancient Dragon, True Draconic Shape Change 3 15 * * * * * * * *
31st +9 31 4 16 * * * * * * * *
32nd +9 32 Ability Score Improvement 4 16 * * * * * * * *
33rd +9 33 4 17 * * * * * * * * *
34th +9 34 4 17 * * * * * * * * *
35th +9 35 Greater Draconic Metamagic 4 18 * * * * * * * * *
36th +10 36 Ability Score Improvement 4 18 * * * * * * * * *
37th +10 37 Magical Flexibility 4 19 * * * * * * * * * *
38th +10 38 Wisdom of the Ancients 4 19 * * * * * * * * * *
39th +10 39 4 20 * * * * * * * * * *
40th +10 40 Ability Score Improvement 4 20 * * * * * * * * * *
41st +11 41 5 21 * * * * * * * * * * *
42nd +11 42 5 21 * * * * * * * * * * *
43rd +11 43 5 22 * * * * * * * * * * *
44th +11 44 Ability Score Improvement 5 22 * * * * * * * * * * *
45th +11 45 Grand Draconic Metamagic 5 23 * * * * * * * * * * * *
46th +12 46 5 23 * * * * * * * * * * * *
47th +12 47 5 24 * * * * * * * * * * * *
48th +12 48 Ability Score Improvement 5 24 * * * * * * * * * * * *
49th +12 49 5 25 * * * * * * * * * * * *
50th +12 50 Greatwyrm 5 25 * * * * * * * * * * * *

 

 

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who are one or more sizes larger than you and those dragons have advantage on all attacks against you. You also have advantage on all attacks against dragons who are one or more sizes smaller than you and those dragons have disadvantage on all attacks against you.

Also, you have advantage on all STR and DEX rolls made against non-dragon creatures that are one or more sizes smaller than you. If the creature is two or more sizes smaller than you, they take a -10 on all STR and DEX rolls made against you. If the creature is three or more sizes smaller than you, they automatically fail all STR and DEX rolls made against you.

Draconic Magic Organ

Dragons have a magical organ inside them that is con-stantly irradiating every inch of their body with magic ever since birth. This magic is tied directly to the elemental type of the dragon’s breath weapon and is the reason for why dragons are so physically strong and why they’re able to fly the way they do. However, this organ has one final effect on a dragon. It increases the potency of a dragon’s natural casting abilities, making their spells cast with more power behind them while casting the spell at the same level as a normal spellcaster.

Whenever you cast one of your Dragon Spells, that spell is cast as if the spell was upcast two levels higher than the spells actual level. Any added effects of a spell that would be cast at a higher level apply as normal.

Draconic Might

Sarting at 1st level, all of your ability scores increase by 1. Then, you automatically increase both your ability scores and their maximum scores each by 1 every time you would get an ability score increase. Both your ability scores and their maximum increases still happen even if you forgo your ability score increase for a feat instead.

Spellcasting

As a dragon you are naturally attuned to the weave, the source of all magic in the world. This innate connection to the weave fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

At 1st level, you know one cantrip of your choice from the bard, sorcerer, or wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Features table.

Spell Slots

You don’t use spell slots to cast your spells. The spells you learn as a dragon count as sorcerer spells (for you) that you can cast at their lowest level once per day each. You can cast any sorcerer spell you know without the need for somatic or material components (unless the component has a material cost that is worth more than 50 gp).

The Dragon Features Table shows how many spells you have to cast and of what level. You regain all expended uses of your spells when you finish a long rest.

Spells Known of 1st Level and Higher

You know one 1st level spells of your choice starting at 1st level from the bard, sorcerer, warlock, or wizard spell list.

The Spells Known column of the dragon features table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have access to. For instance, when you reach 5th level in this class, you should know 3 spells. Two 1st level spells and one 2nd level spell for a total of 3 spells.

Additionally, when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the bard, sorcerer, warlock, or wizard spell list. The spell that is being re-placed must be of a level you have access to. If you have spell slots from a class that can cast spells, you can cast the dragon spells you know using those spell slots.

Spellcasting Ability

You use your Charisma modifier when setting the sav-ing throw DC for any spell you cast or when making an attack roll with a spell.

Spell save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier
Spellcasting Focus

As a dragon, you don’t need an arcane focus to cast your spells, but you can use any arcane focus (see the Adven-turing Gear section) as a spellcasting focus for your spells if you choose, as well as other magic items meant specifically for sorcerers.

Class Features

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Dragon Features Table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. If you multiclass into the sorcerer class, you can use the sorcery points of both classes

 

 

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together when using metamagic or refreshing a dragon spell.

Refreshing Draconic Spells

You can transform unexpended sorcery points into refreshing one use of a dragon spell as a bonus action on your turn. By doing this, you gain another use of that spent spell even if you’ve already cast that spell once already. The Refreshing Draconic Spells table shows the cost of refreshing a spell of a given level. You can refresh dragon spells no higher in level than 5th.

Refreshing Draconic Spells Table
Spell Level Sorcery Points
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting Dragon Spells to Sorcery Points

As a bonus action on your turn, you can expend one use of a dragon spell and gain a number of sorcery points equal to that spell’s level.

Draconic Shape Change

All dragons possess the ability to change their shape to that of another creature as a self preservation tactic. However, it needs to be taught to them by another dragon that already knows how to change, normally by their parents. Some dragons choose not to teach their off-spring this ability out of pride, seeing dragons as the ultimate lifeforms and thus should not change into any-thing else. You have either taught yourself this ability or have been taught by your parents.

At 6th level, you can magically transform into any hu-manoid that is size Medium or Small, while retaining all your game statistics (other than your size and some obvious abilities). You revert back to your true form if you die, are reduced to 0 hit points or you use an action to end it. Any equipment you’re wearing or carrying when you transform into a creature, or back to your normal form, is either absorbed, borne, or falls to the ground (your choice). While transformed you can’t use your wing, tail, or bite attacks, unless transformed into a humanoid that has wings, a tail or fangs. Unless done through the use of a spell or magic item, you don’t have a fly, dig, or swim speed unless transformed into a humanoid that would have those movement speeds.

While transformed, you still count as your original size category when determining your ability to lift, drag, and pull creatures and objects; as well as when using your Draconic Body feature.

Ability Scores Improvement

You gain this feature when you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th, 28th, 32nd, 36th, 40th, 44th, and 48th level.

As a dragon and apex predator, the highest your ability scores can reach is 30 instead of the normal 20 that all normal humanoid creatures have. When you reach a level that gives you an ability score improve-ment, instead of being able to put 2 points into a single ability score or 1 point into two different ability scores; you can choose to put 1 point into your STR, CON, and CHA scores or put 2 points into one ability score and 1 point into one other ability score of your choice. You can also choose to forgo your ability score increase and choose to take a feat instead.

Metamagic

At 10th level, you gain the ability to twist your draconic spells to suit your needs. You gain 3 metamagic options of your choice from the Sorcerer class.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Greater Draconic Shape Change

Your time practicing your ability to shape changing is now more advanced. Your experience with maintaining this ability over long periods of time no longer limits you and now you can change into different creatures and beasts.

At 17th level, you can now magically transform into any humanoid or beast from size Large to Small, while retaining your game statistics (other than your size and some obvious abilities). You revert back to your true form if you die, are reduced to 0 hit points or you use an action to end it. Any equipment you’re wearing or carry-ing when you transform into a creature, or back to your normal form, is either absorbed, borne, or falls to the ground (your choice). While transformed you can’t use your wing, tail, or bite attacks, unless transformed into a creature that has wings, a tail or fangs. Unless done through the use of a spell or magic item, you don’t have a fly, dig, or swim speed unless transformed into a creature that would have those movement speeds.

While transformed, you still count as your original size category when determining your ability to lift, drag, and pull creatures and objects; as well as when using your Draconic Body feature.

Draconic Metamagic

This metamagic option is for this class only.

At 25th level, your draconic power mixes with your Font of Magic to explosive effect. You gain the following meta magic options.

Maximized Spell

Instead of rolling damage for a spell, you can spend 5 sorcery points to use the highest value of the damage dice instead.

You can use Maximized Spell even if you have already used a different Metamagic option during the casting of the spell. You can also use this Metamagic option

 

 

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with your breath weapon attacks as your breath weapon is produced by a magical origin within your body.

True Draconic Shape Change

You have mastered your ability to shape change. Your ability to effortlessly change into Huge sized or smaller creatures now lets you transform into larger and smaller forms.

At 30th level, you can magically transform into any creature that is size Huge or smaller while retaining your game statistics (other than your size and some obvious abilities). You revert back to your true form if you die, are reduced to 0 hit points or you use an action to end it. Any equipment you’re wearing or carrying when you transform into a creature, or back to your normal form, is either absorbed, borne, or falls to the ground (your choice). While transformed you can’t use your wing, tail, or bite attacks, unless transformed into a creature that has wings, a tail or fangs. Unless done through the use of a spell or magic item, you don’t have a fly, dig, or swim speed unless transformed into a creature that would have those movement speeds.

While transformed, you still count as your original size category when determining your ability to lift, drag, and pull creatures and objects; as well as when using your Draconic Body feature.

Greater Draconic Metamagic

This metamagic option is for this class only.

At 35th level, your combined draconic power and Font of Magic soars to even greater heights of destruc-tion. You gain the following meta magic options.

Double Maximized Spell

Instead of rolling damage for a spell, you can spend 10 sorcery points to use the highest value of the damage dice instead, at dubble its damage.

You can use Double Maximized Spell even if you have already used a different Metamagic option during the casting of the spell. You can also use this Metamagic option with your breath weapon attacks as your breath weapon is produced by a magical origin within your body.

Magical Flexibility

Your body has matured to a point that most dragons will only dream about reaching in their lifetime. With this maturity comes a complete understanding of how to improve your spellcasting, giving you an edge over other dragons.

At 37th level, you can now upcast the spells you know using the higher spell levels in your “Number of Dragon Spells Per Spell Level” section. By casting a lower level spell in one of your higher spell levels, you use up that level’s usage of a spell that could have been used to cast a spell of that level instead. For example: casting a 1st level spell as a 5th level spell means you now can only cast your 5th level spell at 6th level or higher. Make sure to keep track of what spell level has been used so as not to accidentally cast more spells than what is possible. Also, despite having access to 10th, 11th, and 12th level spell slots (unless using this supplement in a game that lets you cast spells that high) you can not know any spells of those levels and can only use them for upcasting the spells you know.

If playing in a game that allows players to learn 10th,


11th, and 12th level spells, then you learn one Dragon Spell of each corresponding spell level when those spell levels unlock for you as a dragon. They follow the same rules as your other dragon spells when casting them.

Grand Draconic Metamagic

This metamagic option is for this class only.

At 45th level, the mastery and control of your dra-conic power mixing with your Font of Magic has reach-ed its apex. All fall to your unyielding might. You gain the following meta magic options.

Triple Maximized Spell

Instead of rolling damage for a spell, you can spend 20 sorcery points to use the highest value of the damage dice instead, at triple its damage.

You can use Triple Maximized Spell even if you have already used a different Metamagic option during the casting of the spell. You can also use this Metamagic option with your breath weapon attacks as your breath weapon is produced by a magical origin within your body.

Wisdom of the Ancients

Your long life and natural connection to the Weave have given you profound knowledge of the arcane. Allowing you to recall lost spells and construct potential magic spells you’ve ever seen before.

At 38th level, whenever you take a long rest, you can change out 1 of your dragon spells for a new spell of the same level instead of waiting to level up. You can only use this ability to replace one spell at a time.

 

 

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Metallic Dragons

Metallic Dragons are the good aligned dragons that ven-erate the dragon god Bahamut, God of Goodly Dragons. As their namesake entails, metallic dragons all have sc-ales that shine with a metallic sheen to them. It is near impossible for one to become evil or for one to fall into an evil lifestyle. If you ever find one that seems to be doing evil, then you might want to stop and rethink who you’re working for if one of these dragons is now your enemy.

Brass Dragon

The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.

A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.

Young Brass Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 20 ft., fly 80 ft.
Damage Immunities:
Fire
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Fire Breath.
You can exhale fire in a 40-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 12d6 acid damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sleep Breath.
You can exhale sleep gas in a 30-foot cone. Each creature in that area must make a Constitution breath weapon save or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. You can use this Breath Weapon in place of your Fire Breath attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Bronze Dragon

Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.

A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.

Young Bronze Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft., swim 40 ft.
Damage Immunities:
Lightning
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Lightning Breath.
You can exhale lightning in a 60-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Repulsion Breath.
You can exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength breath weapon saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. You can use this Breath Weapon in place of your Lightning Breath attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Copper Dragon

Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.

A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.

Young Copper Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., climb 40 ft., fly 80 ft.
Damage Immunities:
Acid
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
One musical instrument of your choice
Saving Throws:
Constitution, Charisma
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Acid Breath.
You can exhales acid in an 40-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 9d8 acid damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Slowing Breath.
You can exhale gas in a 30-foot cone. Each creature in that area must succeed on a Consti-tution breath weapon saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. You can use this Breath Weapon in place of your Acid Breath attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Gold Dragon

The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Young Gold Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft., swim 40 ft.
Damage Immunities:
Fire
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Fire Breath.
You can exhales fire in a 60-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 10d10 fire damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weakening Breath.
You can exhale gas in a 30-foot cone. Each creature in that area must succeed on a Strength breath weapon saving throw or have disad-vantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this Breath Weapon in place of your Fire Breath attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Silver Dragon

The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.

A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury

Young Silver Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft.
Damage Immunities:
Cold
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Cold Breath.
You can exhale an icy blast in a 30-foot cone. Each creature in that area must make a Dexterity breath weapon save, taking 12d8 cold damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Paralyzing Breath.
You can exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a Constitution breath weapon saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this Breath Weapon in place of your Cold Breath attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Steel Dragon

Steel dragons, sometimes known as “Waterdeep dragons”, were metallic dragons who were rarely seen in their natural form, instead living clandestine lives in human cities, observing art, culture, history, and politics

Steel dragons in their natural forms were especially feline in their movements and stature. They had scales that shone like burnished steel as adults and usually smelled like wet metal. Younger dragons’ scales were a darker blue-gray and less lustrous. Their wings consisted of overlapping blades that looked like feathers, and the scales on their chests resembled shields.

Their faces were particularly expressive, sometimes giving the illusion of a human-like face. They had many long spines surrounding their faces, which gave the appearance of hair.

In humanoid forms, steel dragons usually kept their true identities secret; however, they always had at least one visual indication of their true nature in the form of steel-gray hair, eyes, tattoos, or another feature.

 

 

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Chromatic Dragons

Dragons that are normally evil natured.

Black Dragon

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.

With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water.

When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.

Young Black Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft., swim 40 ft.
Damage Immunities:
Acid
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d8 acid damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Acid Breath.
You can exhale Acid in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 11d8 acid damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Blue Dragon

Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.

A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.

Young Blue Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 20 ft., fly 80 ft.
Damage Immunities:
Lightning
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d10 lightning damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Lightning Breath.
You can exhale Acid in an 60-foot line that is 5 feet wide. Each creature in that area must make a Dexterity breath weapon save, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Green Dragon

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.

A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.

A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.

A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.

Young Green Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft., swim 40 ft.
Damage Immunities:
Poison
Condition Immunities:
Poison
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 2d6 poison damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Poison Breath.
You can exhale poisonous gas in a 30-foot cone. Each creature in that area must make a Dexterity breath weapon save, taking 12d6 poison damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Young Purple Dragon Traits

 

 

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Red Dragons

The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.

The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.

Young Red Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., climb 40 ft., fly 80 ft.
Damage Immunities:
Fire
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d6 fire damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Fire Breath.
You can exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity breath weapon save, taking 16d6 fire damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

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White Dragons

The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel creatures driven by hunger and greed.

A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.

Young White Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
Damage Immunities:
Cold
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose any three

Class Features

Ice Walk.

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

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d8 cold damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 2d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Cold Breath.
You can exhale an icy blast in a 30-foot cone. Each creature in that area must make a Dex-terity breath weapon save, taking 10d8 cold damage on a failed save, or half as much damage on a successful one. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

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Gem Dragons

Dragons that are normally neutral natured.

Amethyst Dragon

Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.

Young Amethyst Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
18 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft. (hover), swim 40 ft.
Damage Resistances:
Force, Psychic
Condition Immunities:
Frightened, Prone
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d8 force damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d8 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Singularity Breath.
You create a shining bead of gravitational force in your mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a Strength breath weapon saving throw. On a failed save, the creature takes 8d8 force damage, and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spellcasting (Psionics).
Gem dragons are powerful psionic casters and therefore can’t have their spells (psionics) negated by other spells or spellike effects. They can only be countered by more powerful psionic abilities like that of another gem dragon or mind flayers. All your spells are cast without using Verbal, Somatic, or Material components.

 

 

Crystal Dragon

Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.

Young Crystal Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
15 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 20 ft., climb 40 ft., fly 80 ft.
Damage Resistances:
Cold, Radiant
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose any three

Class Features

Multiattack

You can make three attack actions: one with your Bite


attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d8 radiant damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Scintillating Breath.
You exhale a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a Constitution breath weapon saving throw, taking 6d8 radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 10 temporary hit points by absorbing a portion of the radiant energy. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spellcasting (Psionics).
Gem dragons are powerful psionic casters and therefore can’t have their spells (psionics) negated by other spells or spellike effects. They can only be countered by more powerful psionic abilities like that of another gem dragon or mind flayers. All your spells are cast without using Verbal, Somatic, or Material components.

 

 

Emerald Dragon

Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.

Young Emerald Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 30 ft., fly 60 ft.
Damage Resistances:
Fire, Psychic
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose any three

Class Features

Tunneler

You can burrow through solid rock at half your burrowing speed and can leave a 10-foot-diameter tunnel in your wake.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d6 psychic damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Disorienting Breath.
You exhale a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make an Intelligence breath weapon saving throw. On a failed save, the creature takes 9d6 psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spellcasting (Psionics).
Gem dragons are powerful psionic casters and therefore can’t have their spells (psionics) negated by other spells or spellike effects. They can only be countered by more powerful psionic abilities like that of another gem dragon or mind flayers. All your spells are cast without using Verbal, Somatic, or Material components.

 

 

Obsidian Dragon

Obsidian dragons, though extremely intelligent, were also arrogant, quick to anger, and cruel, being known to toy with their prey before finishing it.

Obsidian dragons ranged in size from small wyrm-lings to gargantuan great wyrms. As hatchlings, their scales were rough, dark grey, and distinct from each other, but as they grew, their scales changed to solid black and smooth to point that individuals scales were difficult to distinguish.

 

 

Sapphire Dragon

The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.

Young Sapphire Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., burrow 20 ft., climb 40 ft., fly 80 ft.
Damage Resistances:
Lightning, Thunder
Condition Immunities:
Frightened
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose any three

Class Features

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler

You can burrow through solid rock at half your burrowing speed and can leave a 10-foot-diameter tunnel in your wake.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d8 thunder damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Debilitating Breath.
You exhale a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each crea-ture in that area must make a Constitution breath weapon saving throw. On a failed save, the creature takes 6d10 thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t inca-pacitated. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spellcasting (Psionics).
Gem dragons are powerful psionic casters and therefore can’t have their spells (psionics) negated by other spells or spellike effects. They can only be countered by more powerful psionic abilities like that of another gem dragon or mind flayers. All your spells are cast without using Verbal, Somatic, or Material components.

 

 

Topaz Dragon

Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.

Young Topaz Dragon Traits

You have the following traits and features:

Creature Type:
Dragon
Size:
Large
Armor Class (AC):
17 (Natural armor)
Draconic Movement Speed:
40 ft., fly 80 ft., swim 40 ft.
Damage Resistances:
Cold, Necrotic
Draconic Senses:
Blindsight 30 ft., Darkvision 120 ft.

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose any three

Class Features

Amphibious.

You can breathe both air and water.

Multiattack

You can make three attack actions: one with your Bite attack and two attacks with your Claw attack.

Draconic Attacks

As a young dragon, you have many ways to protect your-self. When you take the Attack action on your turn, you can replace one of your attacks with one of the following below. Your natural weapons are treated as melee weapons when you attack:

Bite Attack.
Make a melee attack against a creature within 10 feet of you. On a hit, you deal 2d10 + your STR modifier of piercing damage plus 1d6 necrotic damage to the creature.
Claw Attack.
Make a melee attack against a creature within 5 feet of you. On a hit, you deal 1d6 + your STR modifier of slashing damage. If the target is a Small or smaller creature, it is grappled and restr-ained until this grapple ends. You can have only one creature grappled this way at a time.
Disorienting Breath.
You exhale yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a Constitution breath weapon saving throw. On a failed save, the creature takes 8d6 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened. You can use this Breath Weapon a num-ber of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spellcasting (Psionics).
Gem dragons are powerful psionic casters and therefore can’t have their spells (psionics) negated by other spells or spellike effects. They can only be countered by more powerful psionic abilities like that of another gem dragon or mind flayers. All your spells are cast without using Verbal, Somatic, or Material components.

 

 

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Experience Point Charts

You might notice that the experience point charts in this D&D 5e supplement PDF may not coincide with that of the game system you are using, and that’s ok. You should ask your DM if it’s ok for either you or your group to play using these charts if they do not already have a system in place to take you and your party’s character’s beyond 20th level. If they do, then feel free to ignore this part of the supplement. Not everything here must be used for whatever game you are using this in. The point of this supplement is for players and DMs to have fun exploring new ways to play. Preferably, in the form of a dragon.

The Four Tiers of Epic Gameplay

In this PDF there are four levels, or tiers, of gameplay that show the differences in the levels of difficulty that a player can expect when using this 5e supplement. Each level of difficulty should be met with an appropriate level of challenge equal to expectation shown in each level’s name. There are four levels and they go in this order:

Adventurer

This is the first tier of gameplay. Here is where you make your characters, go on adventures, and make a name for yourself and your party in one corner of the world.

Heroic

This is the second tier of gameplay. It is here that you start going out into the rest of the world and take on newer and stronger foes, participate in wars, and maybe save a city or two.

Legendary

This is the third tier of gameplay. It is here that your renown and influence stars to make your party the ones to call when the world is at stake. This could mean fight-ing off invaders from the stars, traveling to other planes of existence to find answers or help for your cause, or act as the vanguard to hold back entire armies by yourselves.

Divine

This is the fourth and final tier of gameplay. You and your party are gods among men and it’s at this level you can consider yourselves demigods. You can continue to do as you have this entire time up to this point or you can do what very few have ever had the chance to do, become gods yourselves. This is not something to take lightly as the only gods you could possibly stand any chance against would be lesser gods, and even then the odds are not in your favor. You’d need to obtain thou-sands of true believers to your aid and ascend and fight for your place among the heavens or hells of your world. Godhood is not for the faint of heart or weak willed. It will take all you and your party have in order to make a new change in the halls of eternity.

Tier Challenge Penalty

It’s not often that a creature in a different tier of power ends up fighting a creature of a lower tier. For higher tier creatures, it’s considered to be beneath them to fight such weak opponents. However, on occasion a higher tier creature might be attacked by a lower tier creature and when that happens, the difference in their abilities is made painfully clear.

When a creature from a lower tier of power attacks a creature of a higher tier, they suffer an attack roll penalty depending on the difference between the lower level creature’s proficiency bonus and the higher creature’s proficiency bonus. The lower proficiency bonus is subtracted from the higher proficiency bonus and the resulting number is subtracted from the attack roll of the creature attacking with a lower level than its attack target. The higher level creature does not gain a bonus to their attack rolls equal to the differences between their proficiency bonus and the lower creature’s proficiency bonus, but instead gains a bonus to both their spell save DC and saving throws. The higher tier creature’s ability to avoid spell like abilities and spells cast by weaker creatures becomes easier to accomplish.

A natural 20 is automatically turned into a normal hit unless the tier difference between the two creatures is only one tier. This means that an Adventurer tier or a Heroic tier creature can not land a critical hit on a Divine tier creature. Only a Legendary tier creature can score a critical hit on a Divine tier creature. The closer the level gap is between both creatures, the smaller the penalty will be. As well, the bigger the gap between them the bigger the penalty will be. Dungeon masters should remember this if they want to make an epic encounter for the players at their table.

Just keep in mind the number of players in your game. While it might be fun to make a creature that the play-ers can pull out all the stops for and unleash all their most powerful and devastating spells on, it’s no fun for them if they can’t even make a scratch on them. So be mindful of the creature’s level difference and only add minions if they are a much lower level then that of the party members. The battle’s action economy should never overwhelm your players. Unless they’re into Dark Souls-like games where the players can get easily over-whelmed if they’re not paying attention.

 

 

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Epic Experience Points Tier List Charts

Adventurer
Level Proficiency Bonus Experience Points
1st +2 0
2nd +2 300
3rd +2 900
4th +2 2,700
5th +3 6,500
6th +3 14,000
7th +3 23,000
8th +3 34,000
9th +4 48,000
10th +4 64,000
11th +4 85,000
12th +4 100,000
13th +5 120,000
14th +5 140,000
15th +5 165,000
16th +5 195,000
17th +6 225,000
18th +6 265,000
19th +6 305,000
20th +6 355,000
21th +7 405,000
22th +7 455,000
23th +7 505,000
24th +7 555,000
25th +7 605,000
Heroic
Level Proficiency Bonus Experience Points
26th +8 670,000
27th +8 740,000
28th +8 810,000
29th +8 880,000
30th +8 950,000
31st +9 1,020,000
32nd +9 1,090,000
33rd +9 1,160,000
34th +9 1,230,000
35th +9 1,300,000
36th +10 1,370,000
37th +10 1,440,000
38th +10 1,510,000
39th +10 1,580,000
40th +10 1,650,000
41st +11 1,720,000
42nd +11 1,790,000
43rd +11 1,860,000
44th +11 1,930,000
45th +11 2,000,000
46th +12 2,070,000
47th +12 2,140,000
48th +12 2,210,000
49th +12 2,280,000
50th +12 2,350,000
Legendary
Level Proficiency Bonus Experience Points
51st +13 2,430,000
52nd +13 2,520,000
53rd +13 2,610,000
54th +13 2,700,000
55th +13 2,790,000
56th +13 2,880,000
57th +14 2,970,000
58th +14 3,060,000
59th +14 3,150,000
60th +14 3,240,000
61st +14 3,333,000
62nd +14 3,420,000
63rd +15 3,510,000
64th +15 3,600,000
65th +15 3,690,000
66th +15 3,780,000
67th +15 3,870,000
68th +15 3,960,000
69th +16 4,050,000
70th +16 4,140,000
71th +16 4,230,000
72th +16 4,320,000
73th +16 4,410,000
74th +16 4,500,000
75th +17 4,590,000
Divine
Level Proficiency Bonus Experience Points
76th +17 4,690,000
77th +17 4,800,000
78th +17 4,910,000
79th +17 5,020,000
80th +17 5,130,000
81st +18 5,240,000
82nd +18 5,350,000
83rd +18 5,460,000
84th +18 5,570,000
85th +18 5,680,000
86th +18 5,790,000
87th +19 5,900,000
88th +19 6,010,000
89th +19 6,120,000
90th +19 6,230,000
91st +19 6,340,000
92nd +19 6,450,000
93rd +19 6,560,000
94th +20 6,670,000
95th +20 6,780,000
96th +20 6,890,000
97th +20 7,000,000
98th +20 7,110,000
99th +20 7,220,000
100th +20 7,330,000