I once ran a game of Dungeons and Dragons set in my own version of Faerun, where players played pre-made Legendary Dragon characters who, after awakening from a deep slumber found that dragons were being hunted to extinction by a powered-up version of the Shadovar Empire. It was fun but got me to thinking how dragons might be incorporated into DnD games as Player Characters. Here’s what I came up with.
Dragon (Race):
Ability Score Increase. Your Strength score increases by 2.
Age. A dragon Wyrmling becomes a Young Dragon at the age of 6, an Adult Dragon at the age of 101 and an Ancient Dragon at the Age of 801.
Alignment. Most Chromatic Dragons are Evil. Most Metallic Dragons are Good.
Size. Wyrmlings are Medium in Size. They also increase in size to Large as Young Dragons, Huge as Adults, and Gargantuan as Ancient Dragons.
Speed. Your base walking speed is 30 feet.
Darkvision: You see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, You can’t discern color in darkness , only shades of gray.
Languages: You can speak, read, and write Draconic.
Dragon: Your Creature Type is Dragon rather than humanoid
Dragon Physiology: Due to your shape, you cannot wear most worn items not meant for your size or physiology. Amulets, Rings, Belts, and some kinds of Bracers and Hats of the proper size (probably built for some sort of giant) may be worn but most other such things won’t even fit. You cannot wear armor (or clothes) not specifically built for dragons. Such armor costs the same as barding of the appropriate size. While capable of picking things up, you have disadvantage when attempting to make proper use of weapons or shields or to use tools that require anything other than crude simple motions to employ. You can readily use the magic of held magic items but can’t wield the items themselves with any amount of proficiency. Dragons making magical items tend to require telekinesis or an assistant craftsman willing to follow the dragon’s exact instructions.
Natural Armor: Your AC while unarmored is 17. You use this in the place of your AC from worn armor if your AC from armor is lower.
Natural Weaponry: You can bite as a melee weapon attack against a creature within 5ft. The attack deals 1d10 + strength piercing damage on a hit.
Flight: You have wings that give you a fly speed of 30ft. You cannot fly while in medium or heavy armor (or while encumbered)
Subraces: Chromatic Subraces are Black, Blue, Green, Red, White. Metallic Subraces are Brass, Bronze, Copper, Sliver, Gold.
Subrace Movement Feature: Black: Swim at walking speed & Amphibious, Blue: Burrow 15ft (This becomes 20 for a Young Dragon, 30 for an Adult, and 40 for am Ancient), Green: Swim at walking speed & Amphibious, Red: Climb at walking speed, White: Burrow 15ft (This becomes 20 for a Young Dragon, 30 for an Adult, and 40 for am Ancient) & Swim at Walking Speed & Ice Walk (The dragon 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 it extra moment) Brass: Burrow 15ft (This becomes 20 for a Young Dragon, 30 for an Adult, and 40 for am Ancient), Bronze: Swim at walking speed & Amphibious, Copper: Climb at walking speed, Gold: Swim at walking speed & Amphibious, Silver: Swim at walking speed & Amphibious,
Damage Immunities: Dragons have Damage Immunities depending on their Subrace. Black: Acid, Blue: Lightning, Green: Poison, Red: Fire, White: Cold, Brass: Fire, Bronze: Lightning, Copper: Acid, Gold: Fire, Sliver: Cold
Breath Weapon: Beginning at 2nd level, a dragon can use a breath weapon depending on its Subrace. The breath weapon is recharged and can be used again after the roll of a 5 or 6 made with a d6. The roll is made at the start of each turn after a breath weapon was used. A dragon’s breath weapon deals (Character Level -1)d6 damage of the appropriate type and half that much on a successful save against a DC of (8 + the dragon’s Constitution bonus + Proficiency Bonus )
Black: Exhaled Acid in a 20-foot line, 5 feet wide with a Dexterity Save.
Blue: Exhaled Lightning in a 20-foot line, 5 feet wide with a Dexterity Save.
Green: Exhaled Poison in a 15-foot cone with a Constitution Save.
Red: Exhaled Fire in a 15-foot cone with a Dexterity Save.
White: Exhaled Cold in a 15-foot cone with a Constitution Save.
Brass: Exhaled Fire in a 15-foot cone with a Dexterity Save.
Bronze: Exhaled Lightning in a 20-foot line, 5 feet wide with a Dexterity Save
Copper: Exhaled Acid in a 20-foot line, 5 feet wide with a Dexterity Save.
Gold: Exhaled Fire in a 15-foot cone with a Dexterity Save.
Silver: Exhaled Cold in a 15-foot cone with a Constitution Save.
Secondary Breath Weapon (Metallic Dragons Only): Beginning at 3rd level, Metallic Dragons get a second Breath Attack as noted below. Chromatic ragons instead get a +1 to a chosen Ability other than Strength instead.
Brass: Exhaled Sleep Gas in a 15-foot cone with a Constitution Save against falling unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Bronze: Exhaled Repulsion Energy in a 15-foot cone with a Strength Save against being pushed 30 feet away from the dragon.
Copper: Exhaled Slowing Gas in a 15-foot cone with a Constitution Save against being unable to use reactions, halving speed, the inability to make more than one attack on its turn and being only able to use either an action or a bonus action on its turn, but not both 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.
Gold: Exhaled Weakening Gas in a 15-foot cone with a Strength Save against having disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Silver: Exhaled Paralyzing Gas in a 15-foot cone with a Constitution Save against being 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.
Dragon Character Class (Yes this is weird, I know)
Requirements: Must be a Dragon? It might be funny if other creatures could take these with extra requirements for some features and others being completely inapplicable.
Hit dice: / Hit Points at 1st Level: 1d38 + your Constitution modifier / Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dragon level after 1st
Proficiencies: You are proficient in Strength, Constitution, Wisdom, and Charisma Saves.
Levels: Levels work a bit differently for dragons. They gain one each level but get to choose which one they gain, though some of these have requirements. Three of these (Young Dragon, Adult Dragon, and Ancient Dragon) listed just below are only accessible to dragons at the indicated age and must be taken in the place of character levels at the indicated ages. Typically, only true dragons may take these levels. Even if you are not yet of the appropriate age, you must get young dragon at level 7, Adult Dragon at level 14, and Ancient Dragon at level 21 if you don’t already have these. If you do so, your size does not increase until you are at the appropriate age. Also, every fifth level in this class, you can have an Ability Score Improvement: increasing one ability score of your choice by 2, or two ability scores of your choice by 1, or you may gain a feat. You cannot increase an ability score beyond its maximum (normally 20) using this feature. Features follow below, gain 1 per level other than level 5, 10, 15, & 20 (Which are ability score improvements):
Young Dragon: Must be taken from age 6 onwards: The dragon’s size increases to large and the dragon gains +2 Strength & +1 Constitution. These increases also increase the dragon’s maximum level in those abilities
Adult Dragon: Must be taken from age 101 onwards & requires Young Dragon: The dragon’s size increases to huge and the dragon gains +2 more Strength and +1 more Constitution. Item armor now costs 8x normal.
Ancient Dragon: Must be taken from age 801 onwards & requires Adult Dragon: The dragon’s size increases to gargantuan and the dragon gains +2 more Strength and +1 more Constitution. Item armor now costs 16 times normal.
Draconic Senses: You gain Blindsight to a range of 10 feet allowing you to perceive your surroundings without relying on sight up to a distance of 10 feet. You may add your Proficiency bonus to the result of your Perception rolls. Your Blindsght extends to 30ft as a Young Dragon. This extends to 60ft instead for an Adult or older Dragon.
Draconic Hunting Skills: You must have the Draconic Senses feature. You are Proficient in Perception and Stealth and double your Proficiency bonus when applying it to Perception.
Fast Flight: Your Flight Speed increases by +30 feet. This becomes +50ft for a Young or older dragon instead.
Draconic Constitution: The AC provided by your Natural Armor becomes 15 + your Proficiency Bonus. You may take this feature in the place of a level once for each of Young Dragon, Adult Dragon, and Ancient Dragon that you have. Each time, it provides you with +2 Constitution.
Draconic Health: You must have Young Dragon: Hit dice provided by your Dragon levels change to D10s and Hit Points to 6 (1d10) per level. If you have Adult Dragon, you can take this feature a 2nd time so that this becomes D12s and Hit Points of 7 (1d12) instead. If you have Ancient Dragon, you can take this feature a 3dr time so that this becomes D20s and Hit Points of 11 (1d20) instead.
Draconic Might: You may take this feature in the place of a level once for each of Young Dragon, Adult Dragon, and Ancient Dragon that you have. Each provides you with +2 Strength & +1 Constitution.
Draconic Battle Prowess: You must have Young Dragon: Your bite now has a range of 10ft and deals 2d10 damage; You may now use claws to make a melee weapon attack against a creature within 5ft that deal 2d6 + strength slashing damage on a hit and You also gain a multiattack allowing you to make one bite attack and two claw attack as an action. If you have Adult Dragon, You gain the ability to use your tail to make a melee weapon attack against a creature within 15 feet. This deals 2d8 + Strength bludgeoning damage on a hit. If you have Ancient Dragon, your bite range increases to 15 feet, your claw reach to 10 feet, and your Tail reach to 20 feet.
Innate Spellcasting: You must have Young Dragon: You can innately cast a number of spells equal to your Charisma modifier, chosen when you gain this feature. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than (your level -1)/ 3 rounded down. The dragon’s bonus to hit with spell attacks is its proficiency bonus + its Charisma Modifier. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. When your Charisma modifier increase, you add 1 more spell to this list of spells and may exchange one spell in the list for another.
Frightful Presence. You must have Adult Dragon: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC (8 + the dragon’s Charisma bonus + Proficiency Bonus ) Wisdom saving throw 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.
Legendary Actions: You must have Draconic Battle Prowess and Adult Dragon: You gain 3 legendary actions. Only one legendary action option can be used at a time at the end of another creature’s turn. The options are noted below. You regain spent legendary actions at the start of its turn. You may purchase this up to 2 more times, to increase your legendary actions by 1 more each time.
- Detect. Make a Wisdom (Perception) check.
- Tail Attack. Make a tail attack
- Wing Attack (Costs 2 Actions). Beat your wings so that each creature within 10 feet of the dragon must succeed on a DC (8 + the dragon’s Strength bonus + Proficiency Bonus ) Dexterity saving throw or take (2d6 + your Strength bonus) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.
Legendary Resistance: You must have Adult Dragon to get this. Up to 3 times a day, when you fail a saving throw, you can choose to succeed instead.
Change Shape: You must have Adut Dragon to get this. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficie ncies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form , exceptclass features or legendary actions of that form.
I hope this helps and amuses some people. Your comments and opinions are appreciated.