A Hobgoblin's Guide To Dragons v2

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The key takeaways are that dragons are powerful magical creatures that can live for a very long time. They tend to hoard treasure and have strong elemental alignments and personalities associated with their type of dragon.

Dragons are very long lived, magical creatures that are strongly associated with certain elements and personalities based on their type. They may go on adventures when young to expand their hoard or satisfy other drives like curiosity.

All dragons are inherently greedy and egotistical. They rarely part with their wealth and look down on other races, even if a good dragon sees it as a duty to protect others. Their egos are also very strong.

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A Hobgoblin's Guide to Dragons

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Dragons
The Draconic Race Isolation and Alienation
"I never thought I'd see one up close" said the scared old Dragons often live far away from others of their kind. Dragon
wanderer. "It was a monster beyond equal, claws like spear parents will sometimes leave their eggs in the care of humans
tips, scales like plate armor, wing beats like a tempest, a voice or alone to fend for themselves. While a dragon has a natural
like a thunder clap, and breath so hot that death himself instinct to protect it's children, they often tend to be drawn
would be afraid" away from them by a quest or some other issue, many dragons
are slain before their children hatch. Because of this some
Dragons young dragons grow up away from the influence of other
dragons. Older female dragons will often spend much of their
Dragons are powerful and magical creatures that live far time mentoring Wyrmlings, but dragons like this are few and
longer than any other species. While older dragons tend to far between. So a dragon unfortunate enough to born without
settle down and spend their time protecting their horde of guidance may have to develop their skills of survival on their
treasure, some young dragons will strike out into the world on own.
a adventure. Some may do this to expand their horde of
treasure while others may do it to satisfy a grudge or keep a
promise, others may just do it sate their wonderlust and thirst Dragons as Adventurers
for adventure. Dragons are uniquely powerful creatures and as such do not
follow the traditional rules of a player class. Playing a dragon
Draconic Nature requires that you adhere to the rules specific to them. Every
Dragons are very elemental creatures, as much creatures of dragon begins play in the Dragon class and is unable to
magical power as they are of natural birth. As such dragons change into a different class by traditional means. Additionally
tend towards personality traits that are typical of that type of no race other than a Dragon can occupy the Dragon class.
dragon. While every dragon is unique they differ far less in A DM may allow for another race than Dragon to begin
terms of personality than any natural race. A dragon will taking levels in the Dragon class. If you do so then the you
rarely differ from the alignment associated with their race. maintain you choose a dragon subrace and gain the abilities
And should they differ, it will not be by much. A Gold Dragon associated with that subrace as it relates to the class, they
could lose their drive to fight for justice and goodness and keep their racial modifiers. If that player is a Dragonborn or
become lawful neutral, or see that obeying law can hamper Draconic Bloodline Sorcerer, then the subrace is the same as
their ability to fight for the greater good and change to neutral their Draconic Ancestry. If the race is a Kobald then the
or even chaotic good. They are all but incapable of acting in a subrace must be either a Chromatic Dragon or a Cobalt
way that they perceive to be evil. Likewise, Chromatic Dragons Dragon. When assuming a humanoid form using the Shape
have a difficult time feeling empathy towards any creature Change feature, the form they assume must be their normal
other than a dragon and have a inherent rage and spite form from before taking levels in the class.
towards non-dragons or even other dragons of their kind.
While a strange past could drive a Red Dragon to tend Optional Rules
towards neutrality or towards lawful evil, one being of a good
alignment has never been seen. Dragons outside of the Wyrmling stats
common Metallic and Chromatic species tend to be far more Instead of rolling dice and applying racial modifiers, the DM
flexible, if so rare that they are hardly seen, but they also tend may allow a player to begin play with the ability scores of their
towards the common tropes of their species. subrace's wyrmling as seen in the Monster Manuel.
No matter the type of dragon, every dragon will have some Draconic Mutations
traits that are shared by every other dragon. Dragons are Rarely a area of wild magic, a genetic mutation, or simply
inherently greedy and egotistical. A dragon, no matter how crossbreeding will result in a dragon born with unusual
kind and just, will never suffer to part with their wealth abilities. A lesser degree of this is observed with Chromatic
willingly. While they might buy and sell, they almost never give Dragons that can use the Shape Change ability. In more
their wealth away. Charity for a dragon is a almost alien serious cases of this a dragon will be born with the
concept. A dragon's natural ego will often lead them to look appearance, damage immunity, movement speed, and
down at others. A good aligned dragon will likely see this as personality of one type of dragon but with the breath weapon
them having a burden to protect other races while a evil and ability score modifiers of another.
dragon will see others as lesser beings that deserve to be
ground under foot.

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Draconic Classes Dragon Traits


Instead of taking a subclass at level 2, a DM may allow you to Your dragonic anatomy grants you many unique powers that
choose to take levels in a class as if you had multiclassed into are rare among adventurers.
it. In this case your character level is treated as your Dragon
class level. Your hit points, hit die, and ability score Ability Score Increase. Your Constitution score increases
improvements are unaffected by this change and progress as by 2.
if you were leveling in the Dragon class normally. You also Age. Dragons mature quickly and continue to grow stronger
make the following changes to the Dragon class. with age. Despite not reaching adulthood until they are over
100 years old, they are as strong and smart as a human within
Instead of preparing spells from the Dragon spell list equal a year or so. Adventuring dragons tend to be around 15-25
to your level divided by 2 + your Charisma modifier, you and have just left their Wyrmling stage. Dragons live well past
learn 1 spell at every even numbered level. You may replace 1000 and don't show the negative signs of aging until around
a spell you know with another spell from the Dragon spell 4400 years or more.
list whenever you level up. Alignment. A dragon's alignment varies greatly depending
Your spell slot progression is changed so that you can cast on what type of dragon they are. Chromatic and Metallic
each spell you know from the Dragon spell list once per dragons will almost never differ from evil and good
day. You do not gain spell slots from levels in the Dragon respectively, but some dragons have a more flexible morality.
class. The spell level you can cast is equal to the spell slots Size. Dragons of this age are around 7 to 8 feet tall but
that you would have if you were leveling in the class their habit of walking around on all four legs has them come
normally. to about the same height of a horse. Your size is medium.
Speed. Your base walking speed is 30 feet.
You require 20% more EXP to gain a level. Your DM may Darkvision. Your eyes are specialized to see in any light.
wave this restriction. You can see in dim light up to 60 feet as if it were bright light,
and in darkness as if it were dim light.
Once you reach level 20, you gain 2 class levels in the class Draconic Greed. Whenever you make an Intelligence
you are currently gaining levels in. For example a level 19 (Investigation), Intelligence (Arcana), or Intelligence (History)
dragon that had chose to start taking levels in Barbarian at check related to a item or weapon that could be considered
level 2 would be Character level 19, Dragon level 19, and valuable or is made of a valuable substance, you are
Barbarian level 18. Once that Dragon reaches level 20 then considered proficient with that skill and add double your
they will be Character 20, Dragon 20, Barbarian 20. proficiency bonus to the check, instead of your normal
You can choose to "multiclass" and take levels in a different proficiency bonus. If you are naturally proficient in that skill,
class than the one they picked at level 2. triple your proficiency bonus instead. If you succeed on the
check, you also learn the approximate value of that item.
This option is Highly unadvised for newer players and Languages. You can speak, read, and write Draconic.
DMs. This option is far more flexible and complicated than Subrace. Multiple draconic subraces are found in the
the base class. Any character that chooses to gain levels like infinite world of the multiverse, most of which fall into either
this will likely be more powerful, harder to balance encounters Chromatic or Metallic.
for, and highly unpredictable. A barbarian would be able to
cast fireball randomly. A circle of the moon druid would be Metallic Dragons
able to cast spells while transformed. Etc. Metallic dragons are all inherently good aligned, though their
While this is somewhat on par with the power level of the personality can lead them to take actions that humans
subclasses made available in this book, the ruling issues consider evil. Their alignment ranges from lawful to chaotic
would create more problems than this system would solve depending on the species.
and lead to a lot of extra work for everyone. The abilities of
the Dragon class often contradict the abilities of other classes Gold Dragon
if this system is used. The subclasses contained in here make Gold dragons are often said to be the wisest, strongest, and
it so that any character a player would want to make like this most honorable of all dragons. They have a strong thirst for
would be fairly easy to create just using those. justice and spend massive amounts of time fighting evil in the
world. This quest can often lead them to become a tyrant and
Dragon Names try to stamp out anyone that they view as being evil. Their
Male Names: Ardum, Blas, Carsh, Dreige, Talos, Karas, Io favorite type of item to horde is magic items of considerable
Female Names: Adalos, Bals, Calaba, Despayr, Phi, Kymar, power, though they will seek out gold like all dragons.
Zela Ability Score Increase. Your Intelligence or Charisma
score increases by 2.
Alignment. Gold Dragons are almost always Lawful Good.
Amphibious. You can breath in air or water, and have a
swim speed equal to your speed.

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Silver Dragon Copper Dragon


Silver Dragons are odd among the Metallic Dragons. They Copper dragons are tricksters by nature. Despite being fairly
have the same concern for justice that is present in the Gold weak by dragon standards, they make up for it with guile and
Dragon, but follow a strict code of non-violence whenever trickery. Even though they tend to be good natured, they will
possible. They follow the code of "That which harms others is hold grudges for a very long time, thought these grudges tend
a crime, that which does not is one's own business". While to result in more pies to the face than blood split.
Gold Dragons follow their path of justice because of their Ability Score Increase. Your Dexterity and Charisma score
hatred for evil, a Silver Dragon has a deep concern for the increases by 1.
wellbeing of others. They have a special fondness for humans Alignment. Copper Dragons are almost always Chaotic
and other short lived races, often choosing to spend much of Good.
their time in human form. Because of this they tend to prefer Climbing. You have a climb speed equal to your speed.
treasure like jewelry that can be carried on their person. Sculptor of Earth. You know the Mold Earth cantrip.
These are the second most likely type of dragon to set out into
the world as a adventurer. Chromatic Dragons
Ability Score Increase. Your Wisdom score increases by 2.
Alignment. Silver Dragons are almost always Lawful Good. Red Dragon
Could Walk. You know the Mold Cloud cantrip and can Red Dragons are by far the most wrathful and destructive of
cast Cloud Walk at will. all true dragons. They're greed so unmatched, even among
dragon kind, that the theft of even a single coin is enough to
Bronze Dragon send them into a rampage, razing the countryside to the
Bronze dragons are another kind of dragon that love to spend ground. Their anger burns so hot that it can only to quenched
time outside of their natural form. They generally love to swim by oceans of blood. They will tolerate no insult to their pride,
around the sea as a dolphin or take the form of a old begger to seeing any slight as being worthy of death.
test the goodness of a traveler, though and kindness will only Ability Score Increase. Your Strength or Charisma score
be met with a smile and no form of actual reward. Like a gold increases by 2.
dragon they tend to take a very hard stance against what they Alignment. Red Dragons are almost always Chaotic Evil.
view to be evil, ofter taking over cities in their elder years to
purge it of evil. They especially hold a deep hatred of pirates, Blue Dragon
often wrecking their ships. They love the taste of shark and Blue dragons are oddly social and in some cases friendly for
collect pearls and gems as their favored form of treasure, Chromatic dragons. Thought they typically only extend this to
though they secretly prefer gold. members of their own kind. They are patient and very smart.
Ability Score Increase. Your Strength score and Charisma They tend to spend a great deal of their time thinking of of
score increases by 1. tactics to use against enemies.
Alignment. Bronze Dragons are almost always Lawful Ability Score Increase. Your Intelligence score increases
Good, but can be Lawful Neutral. They can be swayed to by 2.
Lawful Evil more easily than other Metallic dragons, but only Alignment. Blue Dragons are almost always Lawful Evil
if they view what they do asbeing for the greater good. but can be Lawful Neutral.
Amphibious. You can breath in air or water, and have a Burrowing. You have a burrow speed of 15 feet.
swim speed equal to your speed.
Black Dragon
Brass Dragon Black dragons are, for lack of a better descriptor, the most evil
Brass Dragons are by far the most friendly and seemingly of all dragon species. While most Chromatic dragons are
harmless of all dragons. They always seek out companionship driven to do evil by their own desires, Black dragons are
and conversation from any creature that will lend them and driven only by their hatred of live and their love of human
ear, or that are just unlucky enough to get lost and become a suffering.
captive audience. They are kind and trusting to a fault. Ability Score Increase. Your Charisma and Dexterity score
Ability Score Increase. Your Charisma and Intelligence increases by 1.
score increases by 1. Alignment. Black Dragons are always Chaotic Evil.
Alignment. Brass Dragons are almost always Chaotic Amphibious. You can breath in air or water, and have a
Good. swim speed equal to your speed.
Burrowing. You have a burrow speed of 15 feet. Fearsome Ambush. You have proficiency in Dexterity
Gift of Tongues. You learn 3 additional languages of your (Stealth) checks. When attacking a creature that is unaware of
choice and can cast Speak with Animals at will. your presence and is not expecting an attack, you can treat
that attack roll as a 20.

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Green Dragon Magnet Sense. You can detect the general location, shape,
Green dragons are the most manipulative and cunning of all and size of any object made of a non-precious metal within 30
Chromatic dragons. They delight in seeing their plans come to feet. When making a Perception or Investigation check you
fruition as they watch humans play into their schemes. They will be able to find any such object within the range of this
spend their time in forests neat human settlements, trying to effect without rolling. If their is a person carrying a weapon or
sway the population towards discord. Despite this, they are wearing armor made of such material you will not be able to
very dedicated parents and lovers, being sure that their locate them specifically, you will only know that there is a
children are always taken care of. large roughly dagger or breastplate shaped object in their
Ability Score Increase. Your Wisdom and Strength score general direction.
increases by 1. Steel Dragon
Alignment. Green Dragons are almost always Lawful Evil. Steel Dragons have a unique love of humans, almost always
Amphibious. You can breath in air or water, and have a preferring to lair in cities and live as a human. Their favorite
swim speed equal to your speed. type of treasure is realestate and ownership of businesses that
Wise Deception You can substitute your Wisdom modifier can generate more profit, usually storing any money they
with your Charisma modifier for any Charisma (Deception) or make in a bank. If they do have a traditional horde it will
Charisma (Persuasion) checks. always be things like magic items, art, antiques, and other
such valuable collectibles. These are the most common type
White Dragon of dragon to see in a adventuring party, sometimes going years
To be frank, White dragons are by far the dumbest and most before anyone finds them out.
mentally inept of all dragons. They are the brutes of the Ability Score Increase. You increase two ability scores of
dragon world, less intelligent than the average Orc. They are your choice other than Constitution by 1 each.
cold and emotionally stunted, having trouble comprehending Alignment. Steel Dragons are usually Lawful Neutral or
abstract concepts like emotion and personal connections. Lawful Good.
However, they have a great memory. They are able to A Thousand Faces. You have advantage on any
remember any event that they witness with perfect clarity. Performance and Deception checks related to making others
Recalling every slight and insult in the slightest most minute think your are someone or something you are not or assuming
detail. They are also the most likely to be tamed and bent to another's identity.
the will of a master that is stronger than them, such as a cloud
giant or powerful wizard. Tungsten Dragon
Ability Score Increase. Your Wisdom and Dexterity Tungsten dragons are a odd member of the dragon race. On
increases by 1 and your Intelligence score is reduced by by 2. first glance you would be forgiven if you were to assume that
Alignment. White Dragons are almost always Chaotic Evil. they are a standard metallic dragon, with their obsession with
Burrowing. You have a burrow speed of 15 feet. justice and law. But they are a unique form of lawful good.
Amphibious. You can breath in air or water, and have a They have a never ending thirst for the destruction of evil that
swim speed equal to your speed. is rivaled by on the gold and bronze dragons in its zeal. It's
hatred of all evil so deep that it approaches the rage of a red
Ferrous Dragon dragon.
Ferrous dragons are a rare subspecies of dragon. Some Ability Score Increase. Your Strength and Charisma
believe that they were, along with gem dragons, created before increases by 1.
Io was slip in half. Others believe that they originated on a Alignment. Tungsten Dragons are always Lawful Good.
plane of existence far removed from others. While some Burrowing. You have a burrow speed of 15 feet.
believe that they are simply an oddity that formed among
metallic dragons. Ferrous dragons are typically of a lawful Chromium Dragon
alignment and tend towards neutrality, however this isn't the Chromium Dragons are unique among Ferrous dragons in
case for all of them. Unlike Gem dragons, they have much that they are one of only two dragons of their type to tend
more mobility in terms of morality and range from evil to good towards a Chaotic alignment. In fact they are, in every way but
alignments. color, a chromatic dragon. They have a evil nature rivaled only
by a Black Dragon and a rage not unlike a Red Dragon.
Iron Dragon Ability Score Increase. Your Strength and Dexterity
Iron dragons are the strongest of all ferrous dragons with the increases by 1.
god emperor of all ferrous dragons, Graughlothor, being a Alignment. Chromium Dragons are always Chaotic Evil.
member of their race. Ferrous dragons believe, much like Red Climbing. You have a climb speed equal to your speed.
dragons, that they were the first of their subspecies of dragon Sadist Resolve. When attacking a creature that is
and that all other ferrous dragons are lesser creatures. They Incapacitated, triple the damage dealt by the attack. You may
look down on non-dragons but aren't hostile towards them. As choose to make this damage unable to kill the creature.
a general rule they will leave you alone if you don't get in their
way, though their taste for iron ore and other ferrous metals
often puts them in conflict with dwarfs.
Ability Score Increase. Your Intelligence, Charisma or
Strength increases by 2.
Alignment. White Dragons are almost always Lawful
Neutral but can be Lawful Evil.
Burrowing. You have a burrow speed of 15 feet.
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Cobalt Dragon Platinum Dragon


Cobalt Dragons are Trap obsessed lurking creatures with little These dragons are sometimes born from the egg of a Metallic
interest in anything else. They are uninterested in taking Dragon, usually a Gold, Silver, Or Bronze one. Believed by
mates for any reason other than maintaining their population some to be a avatar of the god Bahamut, these dragons are
and certainly don't like socializing. They have many powerful and respective beyond belief. Anyone with a hit of
similarities in their appearance to Kobalds, and are thought by wisdom will try to avoid angering them.
some to be their creators.
Ability Score Increase. Your Dexterity score increases by Ability Score Increase. Your Charisma and Strength are
2, your Intelligence score increases by 1, and your Strength increases by 4 to a maximum of 22.
score is reduced by 2. Alignment. Platinum Dragons are always, without
Alignment. Cobalt Dragons are almost always Lawful Evil. exception, Lawful Good.
Burrowing. You have a burrow speed of 15 feet. Divine Magic. If you are in a class that can cast spells, you
Amphibious. You can breath in air or water, and have a can prepare or learn spells from the Cleric spell list. These
swim speed equal to your speed. are both Sorcerer and Cleric spells for you. No matter what
class you are in, you can use Charisma instead of the mental
Nickel Dragon ability score that the class normally uses for any class feature
Nickel dragons are the smallest and weakest of all Ferrous that the class has.
dragons, being only able to overpower a White dragon on a Draconic Potential. You can increase all of your ability
even playing field. Despite this they are powerful creatures scores above 20 with a class's Ability Score Improvement
and shouldn't be underestimated. They tend more towards a feature.
Chaotic alignment more than other dragons of their kind and Metallic Authority. You have advantage on all Charisma
tend to avoid conflict where possible. based skill checks involving Metallic Dragons. If you succeed
Ability Score Increase. Your Dexterity and Wisdom on a Charisma skill check against a Metallic Dragon, they are
increases by 1. charmed by you for up to 1 year. This effect bypasses Charm
Alignment. Nickel Dragons are almost always Chaotic condition immunity.
Neutral. Chromatic Dragon
Amphibious. You can breath in air or water, and have a
swim speed equal to your speed. In rare cases a Chromatic dragon will have the misfortune of
Allergenic Breath. Whenever a creature takes acid damage laying a single large egg containing five baby dragons. Every
from any spell of other attack you make, that creature must dragon knows what this means and what curse they have just
pass a constitution saving throw with a DC 8 + your sired into the world. The five unborn wyrmlings will fight each
Constitution modifier + your Proficiency bonus or your Spell other inside of the egg until the four weakest dragons have
Save DC, or else have disadvantage on all attack roles and been eaten, only then will the beast hatch. This dragon is born
saving throws until the end of their next turn. with mismatched scales of every color, baring only a small
similarity to their parents. The dragon will grow quickly until
Epic Dragons it kills it's caretaker, only then can it set out on it's own.
Epic Dragons are Unimaginably rare and powerful creatures. Ability Score Increase. All of your ability scores accept
They are, simply put, better than other true dragons in every constitution increase by 2.
way. As such they would overshadow any other people in a Alignment. Chromatic Dragons are always, without
group and shouldn't be expected to fight alongside anyone that exception, Chaotic Evil.
isn't on a higher level of skill than them and are usually seen Burrowing. You have a burrow seed of 15 feet.
working alone. They make for dangerous enemies for even the Climbing. You have a climb speed equal to your speed.
most powerful adventurer. Amphibious. You can breath in air or water, and have a
swim speed equal to your speed.
Purple Dragon Dark Magic. If you are in a class that can cast spells, you
A Purple Dragon is the Bizarre and rare child of a Red and can prepare or learn spells from the Warlock spell list. These
Blue dragon, taking the best aspects of both. They are natural are both Sorcerer and Warlock spells for you. No matter what
born spellcasters with a power unrivaled by their Chromatic class you are in, you can use any mental ability score instead
Kin. of the mental ability score that the class normally uses for any
Ability Score Increase. Your Intelligence and Strength are class feature that the class has.
increases by 2. Draconic Potential. You can increase all of your ability
Alignment. Purple Dragons are almost always Chaotic Evil. scores above 20 with a class's Ability Score Improvement
Burrowing. You have a burrow speed of 15 feet. feature.
Dragon High Magic. If you are in a class that can cast Chromatic Authority. You have advantage on all Charisma
spells, you recover all expended spell slots after finishing a based skill checks involving Chromatic Dragons. If you
short rest. You add your Intelligence modifier to all damage succeed on a Charisma skill check against a Chromatic
and attack rolls for magic. At level 1, you learn 2 cantrips from Dragon, they are charmed by you for up to 1 year. This effect
any class's spell list. bypasses Charm condition immunity.

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Dragon
Proficiency Claw Draconic
Level Bonus Features Strength Cantrips 1st 2nd 3rd 4th 5th Aspects
Shapechange, Draconic Anatomy, Draconic
1st +2 1d4 — — — — — — 1
Aspect
Draconic Path, Elemental Awakening,
2nd +2 1d4 2 2 — — - 1
Spellcasting
3rd +2 Dragon Flight* 1d4 2 3 — — — — 1
4th +2 Ability Score Improvement 1d4 3 3 — — — — 1
5th +3 Extra Attack 1d6 3 4 2 — — — 2
6th +3 Draconic Path feature, Freightful Presence 1d6 3 4 2 — — — 2
7th +3 ─ 1d6 3 4 3 — — — 3
8th +3 Ability Score Improvement 1d6 3 4 3 — — — 3
9th +4 ─ 1d6 3 4 3 2 — — 4
10th +4 Draconic Path feature, Dragon Growth 1d6 4 4 3 2 — — 4
11th +4 ─ 1d8 4 4 3 3 — — 4
12th +4 Ability Score Improvement 1d8 4 4 3 3 — — 5
13th +5 ─ 1d8 4 4 3 3 1 — 5
14th +5 Draconic Path feature 1d8 4 4 3 3 1 — 5
15th +5 ─ 1d8 4 4 3 3 2 — 6
16th +5 Ability Score Improvement 1d8 4 4 3 3 2 — 6
17th +6 ─ 1d10 4 4 3 3 3 1 6
18th +6 Draconic Path feature 1d10 4 4 3 3 3 1 7
19th +6 Ability Score Improvement 1d10 4 4 3 3 3 2 7
20th +6 Dragon Growth 1d10 4 4 3 3 3 2 7

Creating a Dragon First, make Strength your highest stat, followed by


Constitution and Charisma. You may wish to change what
The most important thing to consider when making a dragon your highest stat is depending on what Draconic Path you
playable character is why they would be working with want to take. A Dracomage or Dracolord would require high
humans. While some dragons like Steel and Silver dragons Intelligence or Wisdom for example. However most Draconic
enjoy the company of humans, others prefer to stay to Paths will use Strength or Dexterity for their main damaging
themselves. While dragons don't require much to set off on stat and use Charisma primarily to use their spells. It is
adventure, they will usually stay to themselves. They will likely recommended that you decide what character you want to
have had some major disruption in their life that forced them build in advance and use your best judgment.
to work with others to fix.
Dragons are often hunted by adventurers and armies that Class Features
see them as a threat. Additionally, a dragon's body is full of
natural magical energy, and is highly sought after by wizards, As a Dragon, you gain the following class features
artificers, and cultists alike. Even good aligned metallic
dragons are likely to be hunted down if anyone finds out what Hit Points
they are. Few people will stop to learn about what a dragon Hit Dice: 1d10 per Dragon level
believes when a danger is presented. As such you should be Hit Points at 1st Level: 10 + your Constitution modifier
wary about letting others know what you are. Hit Points at Higher Levels: 1d10(or 6) + your Constitution
modifier per dragon level
Quick Build
You can make a dragon quickly by following these suggestions

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Proficiencies You cannot add any modifiers to attack or damage rolls


Armor: None made with weapons other than your natural weapons, and
Weapons: Clubs, Quarterstaffs, Daggers make all attack rolls with other weapons with
Tools: None disadvantage.
You cannot use shields, and cannot wear armor that is not
Saving Throws: Charisma, Constitution made for your body.
Skills: Choose two from Arcana, History, Investigation, Lore,
Perception, Insight, Intimidation, and Deception. Draconic Aspect
Equipment Your body has begun developing Draconic Aspects typical of
You start with the following equipment, in addition to the adult dragons, abilities normally developed later in life that
equipment granted by your background: your training has allowed you to master earlier in life.
At 1st level, you gain one draconic aspect of your choice.
(a) a Quarterstaff or (b) a Club When you gain certain Dragon levels, you gain additional
(a) a Simple weapon, (b) a Martial weapon or (c) a Dagger aspects of your choice, as shown in the Draconic Aspects
An explorer's pack and 30 gold. column of the Dragon table.
Additionally, when you gain a level in this class, you can
Shapechange choose one of the aspects you have and replace it with
At 1st level, you gain the inherent shapeshifting ability another aspect that you could learn at that level.
common to many dragons. As an action, you can magically A level prerequisite in an aspect refers to dragon level, not
polymorph into a humanoid, or back into your true form. You character level.
revert to your true form if you die. Any equipment you are
wearing or carrying is absorbed or borne by the new form Draconic Path
(your choice). If equipment is absorbed then it still counts At 2nd level, you choose which type of training you wish to
towards the amount of weight you are carrying. In a new form, undertake: the Dracolord, the Dracoknight, or the Dragon
the you retain your alignment, hit points, Hit Dice, ability to Ravager, Draconic Ranger, Dragon Minstrel, and Dragonsage
speak, proficiencies, Class features, ability to cast spells, and all of which are detailed at the end of the class description.
ability scores, as well as this action. Your statistics and These paths grant you features at 2nd, 6th, 10th, 14th, and
capabilities are otherwise replaced by those of the new form 18th level.
Some abilities can only be used in a dragon's true form and
some can only be used while transformed into a humanoid or Elemental Awakening
other form. If a feature of this class or any subclass doesn't
specify what form it can be used it then assume that the From 2nd level and beyond, you have developed the ability to
feature can be used by either form. In general a feature that control your elemental energy and use it in combat. You can
specifies a weapon attack does not apply to a attack with your use your action to exhale destructive energy, the shape, size,
natural weapon. Steel Dragons modify this ability somewhat. and damage type of which is determined by your Draconic
A Steel dragon can manifest a partial transformation while Species as seen in the table below. When you use your breath
not in their true form, allowing them to selectively manifest attack, any creature caught in it's range must make a saving
the parts of their body needed to use their Natural Weapons throw against your spell save DC, the type of which is
or Fly/Glide speed. determined by your Draconic Species. If your species has
access to two, then you can use either. A creature takes 2d6
Draconic Anatomy damage on a failed save, and half as much damage on a
successful one. The damage increases to 3d6 at 6th level, 4d6
At 1st level, you gain the benefits and weaknesses of your at 11th level, and 5d6 at 16th level. Once you use this feature,
draconic body while in your true form. you cannot use it again until you have finished a short or long
You gain a natural weapon in the form of your claws. You rest.
are Proficient with these weapons and always have them. Additionally, you gain resistance to a damage type indicated
You cannot be disarmed while using these. Attacks with in the Draconic Species table below. Once you reach 6th level,
these natural weapons deal 1d4. The damage increases as this resistance becomes a immunity to that type of damage.
indicated by the Claw Strength column in the Dragon
table. Strength is the modifier you use for this attack. Once While the ability to shapechange is usually unique
you reach 6th level, these attacks are treated as being to Metallic and some Ferrous dragons, a Chromatic
magical for the purposes of overcoming resistance to mon- dragon can be born with the ability to do so or
magical weapon. develop it with practice. Most just chose not to
While you are unarmored and not using a shield, you have undertake the training needed to use it because
a AC equal to 10 + your Constitution modifier + your they either find it demeaning or have little use for it.
Dexterity modifier.
When you make an attack with your Natural Weapon, you
can make a single attack with your tail as a bonus action.
This is treated as a Natural Weapon attack.
You are always fall as if you were under the effects of the
Feather Fall spell and can glide up to 15 feet laterally while
falling.

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Spellcasting
Channeling your natural magical energy allows you to warp
Draconic Species the powers of nature to your will. Dragons have access to both
Type Damage Type Breath Weapon Immunity
the Sorcerer spell list and the Dragon spell list.
15 ft. cone Cantrips
Gold Fire Fire
(Dex. save) at 2nd level you know 2 cantrips of your choice from the
15 ft. cone sorcerer spell list. You learn additional sorcerer cantrips of
Silver Cold
(Con. save)
Cold your choice at higher levels, as shown in the Cantrips Known
column of the Dragon table.
5 by 30 ft. line
Bronze Lightning Lightning
(Dex save) Spell Slots
5 by 30 ft. line The Dragon table shows how many spell slots you have to cast
Brass Fire
(Dex. save)
Fire your spells of 1st level and higher. To cast one of these dragon
5 by 30 ft. line
spells, you must expend a slot of the spell's level or higher. You
Copper Acid
(Dex. save)
Acid regain all expended spell slots when you finish a long rest.
15 ft. cone Preparing and Casting Spells.
Red Fire Fire
(Dex. save) You may prepare a number of Dragon spells equal to your
15 ft. cone Charisma modifier + your Dragon level divided by three
White Cold
(Con. save)
Cold rounded up (Minimum 1). The spells must be of a level for
which you have spell slots.
Green Poison
15 ft. cone
(Con. save)
Poison You can change your list of prepared spells when you finish
a long rest. Preparing new spells requires at least and hour
Blue Lightning
5 by 30 ft. line
Lightning
per spell. You can select spells from both the Dragon and the
(Dex save) Sorcerer's spell list.
5 by 30 ft. line Spellcasting Ability
Black Acid Acid
(Dex. save)
Charisma is your spellcasting ability for your dragon spells,
Iron Fire(Sparks)
15 ft. cone
Fire since the power of your magic relies on your ability to draw n
(Dex. save) your own magical energy and effect the world around you. You
5 by 30 ft. line use your Charisma whenever a spell refers to your
Steel Acid
(Dex. save)
Acid spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a dragon spell
Tungsten
Fire(Heated
sand)
5 by 30 ft. line
(Dex. save)
Fire you cast and when making an attack roll with one.
15 ft. cone Spell Save DC = 8 + your proficiency bonus +
(Con. save),5 by
Chromium Cold Cold your Charisma modifier
30 ft. line (Dex.
save)
Spell attack modifier = your proficiency bonus +
Force(Magnetic 5 by 30 ft. line
Cobalt Lightning your Charisma modifier
wave) (Dex. save)

Nickel Acid
15 ft. cone
Acid Spellcasting Focus
(Dex. save)
Dragons have the ability to channel magic through their body
Purple Fire/Lightning
5 by 30 ft. line
Fire,Lightning
to a degree where they do not require a spellcasting focus.
(Dex. save) They can also ignore Somatic components of spells if they
5 by 60 ft. line Radiant, Cold, have a Verbal component. However all spells cast using this
Platinum Radiant
(Dex. save) Thunder feature must have their verbal component uttered in Draconic.
Cold, Fire,
30 ft. cone
Cold, Fire, Draconic Flight
Chromatic Lightning, Acid, Lightning,
Poison
(Dex. save)
Acid, Poison Once you reach 3rd level, your wings have strengthened
enough to allow you to fly. While you are in your true form,
you have a flying speed of 30 feet. Some Draconic Species
modify this feature.
Gold Dragons can use their fly speed in any form.
A / means that the attack does half of one damage
Steel Dragons can manifest their wings assuming they
type and half of another. While a , means that you
aren't obstructed by armor while not in their true form.
can choose either. Anything in () is for flavor.

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Ability Score Improvement Draconic paths


When you reach 4th level, and again at 8th, 12th, 16th, and Dragons that set forth on adventure tend to find themselves
19th level, you can increase one ability score of your choice by training with humans. While dragons are ill suited for taking
2, or you can increase two ability scores of your choice by 1. As on normal classes, they're fast learning and natural power
normal, you can't increase an ability score above 20 using this allows them to put their own spin on abilities presented by
feature. humans. These take the form of Draconic Paths, a path of
Extra Attack training on which a dragon embarks to allow it to fight more
effectively outside of their natural form.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The Dracolord
Frightful Presence A Dracolord is a dragon that has dedicated their life in service
as a Cleric of some member of the Draconic Pantheon,
At 6th level, you begin to master the power of a Dragon's usually Bahamut or Tiamat. They strive more than most to
Frightful Presence to send out waves of Dragon Fear. You uphold the ideals of dragonkind. They have the power of a War
have a 20 foot aura of Dragon Fear around you. While in your Cleric and the Dedication of a Paladin, going to spread the
true form, whenever a enemy within that area makes an attack will of their god and vanquish all that appose their ideals.
roll, you can use your reaction to give that roll disadvantage.
You can use this feature a number of times equal to your Bonus Proficiencies
Dragon level divided by 3 + your Charisma modifier You have Proficiency in Light armor, Medium armor, Shields,
(Minimum 1). You regain all uses after finishing a long rest. and all Simple weapons.
The range increases to 30 feet at 10th level, 40 feet at 14th,
and 50 feet at 18th. Divine Spellcasting
Your position as a Cleric grants you access to the divine
Dragon Growth powers associated with them. When preparing a spell or
At 10th level and again at 20th level, the magic flowing learning a cantrip, you may also choose spells from the Cleric
through your body allows you to undergo a growth spurt of list. Additionally, you have the spellcasting ability of a full
sorts. The maximum for all of your ability scores increases by caster. The number of spell slots you have at each level is
2. Additionally, you increase one of your ability scores by 2. listed in the Dracolord table. Your spellcasting ability is
Your normal size increases by one category. (You become a changed from Charisma to Wisdom. The number of spells you
large creature at level 10 and a Huge at level 20) When using can prepare is equal to your Wisdom modifier + your Dragon
the shapechange feature, you can choose to assume any size level (Minimum 1).
lower than the natural size granted by this feature to a
minimum of medium. For example a 20th level dragon could Spell Save DC = 8 + your proficiency bonus +
use Shapechange to make themselves Huge, Large or your Wisdom modifier
Medium, this still counts as your true form. If you die, you will
revert to your natural size. For example a level 20 dragon that Spell attack modifier = your proficiency bonus +
dies while in it's Medium size will suddenly grow to Huge. You your Wisdom modifier
gain the following effects for every size you are above
Medium, a Huge dragon would gain a effect twice unless it Ritual casting
specifies a different effect for both sizes. You can cast a spell as a ritual if that spell has the ritual tag
and you have the spell prepared.
You roll an additional damage die for attacks with your
natural weapon. (2d10 for Large and 3d10 for Huge)
Your breath weapon's damage dice increase by one stage.
(d8 for Large and D10 for Huge)
Your fly speed increases by 15 feet at large and 30 feet at
Huge.
Your AC equals 11 + your Constitution modifier + your
Dexterity modifier at Large and 17 + your Constitution
modifier at Huge.
Obviously a increase in size comes with various issues
when moving inside and through tight spaces. As such you
won't be able to use your larger sizes inside of caves,
dungeons or buildings that aren't big enough for you. While
you are in a size larger than Medium you cannot use your
flying speed while there are walls or other solid objects within
five feet of you on either side, and you move at half your
walking speed while the ceiling is lower than your hight.

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Dracolord
Level Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st — 0 — — — — — — — — —
2nd Holy Weapon, Channel Divinity 3 2 — — — — — — — —
3rd — 3 3 — — — — — — — —
4th ─ 3 4 2 — — — — — — —
5th — 4 4 3 — — — — — — —
6th Hallowed Presence, Channel Divinity 4 4 3 2 — — — — — —
7th — 4 4 3 3 — — — — — —
8th ─ 4 4 3 3 1 — — — — —
9th — 4 4 3 3 2 — — — — —
10th God's Breath 4 4 3 3 3 1 — — — —
11th — 5 4 3 3 3 2 — — — —
12th ─ 5 4 3 3 3 2 1 — — —
13th — 5 4 3 3 3 2 1 — — —
14th Divine Roar 5 4 3 3 3 2 1 1 — —
15th — 5 4 3 3 3 2 1 1 — —
16th ─ 5 4 3 3 3 2 1 1 1 —
17th — 5 4 3 3 3 2 1 1 1 —
18th Dragon God's Mantel 5 4 3 3 3 2 1 1 1 1
19th — 5 4 3 3 3 3 1 1 1 1
20th ─ 5 4 3 3 3 3 2 1 1 1

Holy Weapon Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level, you can use
at 2nd level, your bond with your god allows you to channel it three times between rests. When you finish a short or long
their power into your weapons. You can preform hour long a rest, you regain your expended uses.
ritual on any weapon you are Proficient with to fill it with
Divine power. You always know the location of this weapon Channel Divinity: Turn Monster
and can transport it to your hand as an action. This weapon As an action, you utter a prayer to your god striking fear any
counts as a magic weapon. When attacking with this weapon, dragon and monstrosity. Each dragon and monstrosity that
you deal an extra 1d4 + your Wisdom modifier radiant can see or hear you within 30 feet of you must make a
damage. This damage increases along with your Natural Charisma saving throw. If the creature fails its saving throw, it
Weapon damage on the Dragon table. You can preform this is turned for 1 minute or until it takes any damage.
ritual again to bind the divine power to another weapon. If you A turned creature must spend its turns trying to move as far
do, the previous weapon loses it's power. away from you as it can, and it can't willingly move to a space
Channel Divinity within 30 feet of you. It also can't take reactions. For its
action, it can use only the Dash action or try to escape from an
At 2nd level, you gain the ability to channel divine energy effect that prevents it from moving. If there's nowhere to
directly from your deity, using that energy to fuel magical move, the creature can use the Dodge action.
effects. You start with two such effects: Turn Monster and one
determined by your Deity.
When you use your Channel Divinity, you choose which
effect to create. You must then finish a short or long rest to
use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When
you use such an effect from this class, the DC equals your
cleric spell save DC.

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Hallowed Presence Tiamat: Breath of a Thousand Colors. You can use your
action to exhale a 60 foot cone of destructive energy. Each
Starting at 6th level, your Frightful Presence gains the ability creature in the area of the exhalation must make a
to aid your allies. Whenever dice are rolled to recover the HP Dexterity saving throw against your spell save DC, taking
of a friendly creature within the area of your Frightful 2d6 fire damage, 2d6 cold damage, 2d6 lightning damage,
Presence, you can use your reaction to spend a use of your 2d6 acid damage, and 2d6 poison damage on a failed save
Frightful Presence to have them heal for the maximum and half as much on a successful one. This damage
amount. increases to 2d8 for each damage type at level 14 and
2d10 at level 18. Any creature that fails their saving throw
Channel Divinity: Second ability must make a Constitution saving throw against your spell
At 6th level you gain a new Channel Divinity feature based on save DC, rolling a d8 and being inflicted with the
what god you worship. appropriate condition from the table below for 1 minute on
a failed save.
Bahamut and other good dragon gods: Smite of the d8 Conditions
North Wind. When you make a melee attack, you can use
your Channel Divinity to make the attack strike a creature 1 Poisoned
up to 30 feet away from you. You can add both your 2 Paralyzed
Strength (Dexterity if the weapon has the Finesse
property) and Wisdom modifier to your attack and damage 3 Frightened
rolls for this attack. 4 Blinded
Tiamat and other evil dragon gods: Breath of the 5 Deafened
Dragon Queen. When you make a breath attack, you can 6 Stunned
use your channel divinity to impose disadvantage on saving
throws made it. Also, all damage dice are treated as rolling 7 Gains 1 level of Exhaustion
their maximum amount. 8 Charmed
God's Breath You and your DM may wish to create one to fit with the lore
At 10th level, you connection to your divine patron is strong of another dragon god if you wish to follow a different one
enough that you can channel the power of their breath than these two.
through you. Instead of using your normal breath weapon, you
can use one of the breath weapons used by your god. The Divine Roar
breath weapons you have access to is determined by the god At 14th level, your devotions has allowed you to channel the
you worship. Once you use this feature you cannot use your power of your god's dragon fear. As a reaction you can spend a
breath weapon or one of the breath weapons granted by this spell slot to force any creature's of your choice within the area
feature for seven days, This is reduced to 5 days at level 14 of your Frightful Presence to make a Wisdom saving throw
and 3 days at level 18. against your spell save DC + the spell slot's level. Being
Bahamut: Disintegration Ray. You can use your action to Frightened for one minute on a failed save and being stunned
exhale a 5 by 120 foot line of destructive energy. Each until the end of their next turn on a passed one. A creature
creature in the area of the exhalation must make a may reattempt this save at the end of each of their turns to
Dexterity saving throw against your spell save DC, taking cure their fear status. You can only use this feature once until
10d6 radiant or force damage (Your choice) on a failed you finish a long rest.
save and half as much on a successful one., this damage
increases to 14d6 at 14th level, and 18d6 at 18th level. If Dragon God's Mantel
this attach decreases a creature's HP to 0 to dies instantly At 18th level your body has become an ideal conduit for divine
and it and any non-magical item it is carrying are power. As a bonus action on your turn while in your natural
disintegrated. They cannot be revived or repaired in any form, you can temporarily mantel your god's powers and take
way save a Wish spell. on their appearance. You gain the following benefits for 1
Bahamut: Breath of the North Wind. You can use your minute, after which you gain 4 levels of Exhaustion.
action to exhale a 60 foot cone of cold air. Each creature in
the area of the exhalation must make a Constitution saving You have immunity to piercing, bludgeoning, and slashing
throw against your spell save DC, taking 5d6 cold damage, damage from non-magical weapons.
gaining 2 levels of exhaustion, and is stunned until the end Tiamat You have immunity to fire, cold, acid, lightning, and
of their next turn on a failed save and taking half as much poison damage.
on a passed one. This damage increases to 7d6 at level 14 Bahamut You have Immunity to cold, radiant, force, and
and 9d6 at level 18. thunder damage.
You can add both or either your Charisma and Wisdom
modifiers to all attack and damage rolls.
You movement speed is doubled.
You can use the God's Breath feature once without
applying its restrictions.

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The Dracomage Your training in the ways of wizardry allows you to use more
magic than most dragons. When preparing a spell or learning
While all Dragons are born as Sorcerers, some choose a a cantrip, you may also choose spells from the Wizard list.
different path to magic and learn the ways of Wizardry. These Additionally, you have the spellcasting ability of a full caster.
Dragons hold tremendous knowledge of the Arcane and use The number of spell slots you have at each level is listed in the
their power more effectively than most. Dracomage table. Your spellcasting ability is changed from
Charisma to Intelligence. The number of spells you can
Bonus Proficiencies prepare is equal to your Intelligence modifier + your Dragon
You have Proficiency in the Arcana skill and Intelligence level (Minimum 1).
saving Throws.
Spell Save DC = 8 + your proficiency bonus +
Arcane Spellcasting
your Intelligence modifier

Spell attack modifier = your proficiency bonus +


your Intellignce modifier
Ritual casting
You can cast a spell as a ritual if that spell has the ritual tag
and you have the spell prepared.

Dracomage
Level Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st — 0 — — — — — — — — —
2nd Draconic Recovery, 3 2 — — — — — — — —
3rd — 3 3 — — — — — — — —
4th ─ 3 4 2 — — — — — — —
5th — 4 4 3 — — — — — — —
6th Dragon Magic Surge, Guiding Presence 4 4 3 2 — — — — — —
7th — 4 4 3 3 — — — — — —
8th ─ 4 4 3 3 1 — — — — —
9th — 4 4 3 3 2 — — — — —
10th Mystic Breath 4 4 3 3 3 1 — — — —
11th — 5 4 3 3 3 2 — — — —
12th ─ 5 4 3 3 3 2 1 — — —
13th — 5 4 3 3 3 2 1 — — —
14th Mystic Roar 5 4 3 3 3 2 1 1 — —
15th — 5 4 3 3 3 2 1 1 — —
16th ─ 5 4 3 3 3 2 1 1 1 —
17th — 5 4 3 3 3 2 1 1 1 —
18th Draconic High Magic 5 4 3 3 3 2 1 1 1 1
19th — 5 4 3 3 3 3 1 1 1 1
20th ─ 5 4 3 3 3 3 2 1 1 1

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Draconic Recovery The Dracoknight


At 2nd level, you've learned to recover some of your expended A Dracoknight is a Dragon that has turned their training
magical energy with minimal rest. Once per day when you towards Martial warfare. They have the ability to control the
finish a short rest, you can choose expended spell slots to battlefield and strike down their enemies.
recover. The spell slots can have a combined level that is equal
to or less than half your wizard level (rounded up), and none of Bonus Proficiencies
the slots can be 6th level or higher. You have proficiency in Light armor, Medium armor, Heavy
armor, Shields, All weapons.
Dragon Magic Surge
Starting at 6th level, you gain the ability to weave your War Magic
inherent magical energy into your spells. Whenever you use a Your training in battle has allowed you to master magic used
cantrip or cast a spell that deals damage of the type of your in warfare to smite enemies and support allies. When
breath weapon, you add your Intelligence modifier to the preparing a spell or learning a cantrip, you may also choose
damage dealt. spells from the Paladin list.
Guiding Presence Level Feature
Starting at 6th level, your Frightful Presence gains the ability 2 Draconic Smite, Bound Blade, Fighting Style
to effect the magic around you. Whenever a ally within the 6 Wyrmcutter, Fortifying Presence
area of your Frightful Presence makes a ranged attack roll,
you can spend one use of your Frightful Presence to add your 10 Legendary Resistance
Intelligence modifier to their roll. 14 Kneeling Roar
Mystic Breath 18 Spell Sunder
At 10th level, you can imbue your breath weapon with
additional magical energy. When attacking with your breath Draconic Smite
weapon, you can spend a spell slot to apply one of the Starting at 2nd level, when you hit a creature with a melee
following effects based on the level of the spell slot used to any weapon attack, you can expend one spell slot to deal damage
creature that fails it's saving throw against it. of the same type as your breath weapon (Your choice if
1. You roll an additional damage die to determine the damage multiple) to the target, in addition to the weapon's damage.
dealt. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
2. You roll two additional damage dice to determine damage each spell level higher than 1st, to a maximum of 5d8. The
dealt. damage increases by 1d8 if the target is an undead or a fiend,
3. You roll three additional damage dice to determine damage to a maximum of 6d8.
dealt. Bound Blade
4. You roll four additional damage dice to determine damage
dealt. at 2nd level, you can preform hour long a ritual on any weapon
5. The creature is deafened. you are Proficient with to fill it with Draconic power. You
6. The creature is knocked prone. always know the location of this weapon and can transport it
7. The creature is Poisoned for 1 minute. to your hand as an action. This weapon counts as a magic
8. The creature is Paralyzed for until the end of your next weapon. When attacking with this weapon, you deal an extra
turn. 1d4 + your Wisdom modifier damage of your breath weapon's
9. The creature is Petrified for 1 minute. type. This damage increases along with your Natural Weapon
10. The creature is Petrified for 1 hour. damage on the Dragon table. You can preform this ritual again
to bind the Draconic power to another weapon. If you do, the
Mystic Roar previous weapon loses it's power.
At 14th level, you gain the ability to channel your magical At 10th level, you can have power bound to two weapons at
power into your Frightful Presence. As a reaction you can a time.
spend a spell slot to give a number of creatures equal to the Fighting Style
level of the spell slot used + 1 disadvantage on all saving
throws made against spells until the end of your next turn. At 2nd level, you adopt a particular style of fighting as your
You can only use this feature once until you finish a long rest. specialty. Choose one of the options available to the Fighter.
You can't take a Fighting Style option more than once, even if
Draconic High Magic you later get to choose again. You can only benefit from this
At 18th level, you gain the ability to use some spells without feature while not in your true form.
consuming a spell slot. You choose two spells of 3rd level or
lower, you always have those spell prepared. They do not
count against the number of spells you have prepared, and you
can cast those spells without expending a spell slot
Once you reach 20th level, you no longer have a level 9 spell
slot. Instead you gain a level 10 spell slot.

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Wyrmcutter Bardic Spellcasting


At 6th level, you gain the ability to channel your elemental Your training in the arts allows you to use a larger variety of
power through your blade. When you make a melee attack, magic than most dragons. When preparing a spell or learning
you can make the attack strike a creature up to 30 feet away a cantrip, you may also choose spells from the Bard list.
from you. You can add both your Strength (Dexterity if the Additionally, you have the spellcasting ability of a full caster.
weapon has the Finesse property) and Charisma modifier to The number of spell slots you have at each level is listed in the
your attack and damage rolls for this attack. You can use this Dracominstel table. The number of spells you can prepare is
feature a number of times equal to half your Dragon level + equal to your Charisma modifier + your Dragon level
your Charisma modifier. (Minimum 1).

Fortifying Presence Bonus Proficiencies


Starting at 6th level, your Frightful Presence gains the ability You You have proficiency in Light armor, Simple weapons,
to fortify your allies will power. Allies within the area of your hand crossbows, longswords, rapiers, and shortswords.
Frightful Presence have advantage on saving throws made You have proficiency with one Instrument of your choice
against being Frightened or Charmed. As a reaction, you can and the performance skill.
spend 1 use of your Frightful Presence to give 1 ally
advantage on their next saving throw.
Legendary Resistance
At 10th level, your ability to shrug off damage increases. If you
fail a saving throw, you can choose two reroll that saving
throw with advantage. Once you use this feature, you cannot
use it again until after finishing a Long rest.
You gain another use of this feature at 20th level.
Kneeling Roar
At 14th level, as a reaction you can spend a spell slot to force a
number of creatures within the area of your Frightful
Presence equal to the level of the spell slot used + 1 make a
Wisdom saving throw or be Frightened for 1 minute. They can
repeat this saving throw at the end of their turn. You can only
use this feature once until you finish a long rest.
Spell Sunder
At 18th level, you can cleave through the magic with a strike.
Your attacks ignore resistance and Immunity to damage.
Additionally, as an action, you can create a zone of dead magic
in a 30 foot sphere centered on your position that lasts for 1
minute. You are immune to this effect. Once you use this
feature, you cannot use it again until after you finish a long
rest.
The Dracominstrel
While some magic focused dragons spend their time weaving
crude magic with shouts and roars, the Dracominstrel
believes that magic is much more of an art form. That
Draconic isn't a language meant to be yelled like a battle cry,
but something sung merrily or whispered like poetry into the
ears of a lover. As such these dragons use magic with much
more elegance than others, but with no less power.

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Dracominstrel
Level Features Cantrips Known Sorcery Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st — 0 0 — — — — — — — — —
2nd Symphonic Magic, Draconic Melody 3 1 2 — — — — — — — —
3rd — 3 1 3 — — — — — — — —
4th ─ 3 2 4 2 — — — — — — —
5th — 4 2 4 3 — — — — — — —
6th Inspiring Presence, Preserving Presence 4 3 4 3 2 — — — — — —
7th — 4 3 4 3 3 — — — — — —
8th ─ 4 4 4 3 3 1 — — — — —
9th — 4 4 4 3 3 2 — — — — —
10th Symphonic Breath 4 5 4 3 3 3 1 — — — —
11th — 5 5 4 3 3 3 2 — — — —
12th ─ 5 6 4 3 3 3 2 1 — — —
13th — 5 6 4 3 3 3 2 1 — — —
14th Inspiring Roar 5 7 4 3 3 3 2 1 1 — —
15th — 5 7 4 3 3 3 2 1 1 — —
16th ─ 5 8 4 3 3 3 2 1 1 1 —
17th — 5 8 4 3 3 3 2 1 1 1 —
18th Thousand Melodies 5 9 4 3 3 3 2 1 1 1 1
19th — 5 9 4 3 3 3 3 1 1 1 1
20th ─ 5 10 4 3 3 3 3 2 1 1 1

Symphonic Magic Inspiring Presence


At 2nd level, you tap into a deep wellspring of magic within Starting at 6th level, as a reaction, you can spend a use of your
yourself. This wellspring is represented by sorcery points, Frightful Presence to give all allies within the range of your
which allow you to create a variety of magical effects. You Frightful Presence advantage on 1 attack roll they make this
have 1 sorcery point and gain more at later levels. You regain turn.
all expended spell slots after finishing a short or long rest.
Additionally, you gain the ability to warp spells by altering Preserving Presence
the way you perform them. You gain two of the Metamagic Starting at 6th level, as a reaction, you can spend a use of your
options usable by Sorcerers of your choice except Subtle Frightful Presence to give all allies within the range of your
Spell. You gain another one at 10th and 18th level. Frightful Presence advantage on 1 saving throw they make
Draconic Melody this turn.
At 2nd level, you gain the ability to weave magic into a healing Symphonic Breath
song. You and any allies recover HP equal to your Charisma At 10th level, you gain the ability to change your Breath
modifier (Minimum 1) when spending a Hit die during a short Weapon into a sonic blast. When using your Breath Weapon,
rest. A creature can only benefit from this effect once per day. you can spend a spell slot to change the breath weapon into a
60ft. Cone requiring a Constitution save that deals thunder
damage. You deal an additional 1d4 psychic damage per level
of the spell slot used.

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Inspiring Roar
At 14th level, as a reaction you can spend a spell slot to grant a
number of creatures within the area of your Frightful
Presence equal to the spell slot's level + 1 advantage on 1 roll
of their choice this turn. Once you use this feature, you cannot
use it again until the end of your next Long rest.
Thousand Melodies
At 18th level, you have learned to weave all forms of magic
into song. When preparing spells, you may prepare 1 spell
from any class's spell list other than your own.
The Draco Shaman
Some dragons choose to entrance themselves in nature to
better understand the world around them. These Dragons are
exceptionally versed in survival and blending into nature.
They have the ability to disappear into the forest or amongst
animals better than any other creature.
Bonus Proficiencies
You are Proficient in Survival and Wisdom saving throws.
Divine Spellcasting
Your conection with nature grants you access to the powers
associated with Druids. When preparing a spell or learning a
cantrip, you may also choose spells from the Druid list.
Additionally, you have the spellcasting ability of a full caster.
The number of spell slots you have at each level is listed in the
Dragon Shaman table. Your spellcasting ability is changed
from Charisma to Wisdom. The number of spells you can
prepare is equal to your Wisdom modifier + your Dragon level
(Minimum 1).
Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +


your Wisdom modifier
Ritual casting
You can cast a spell as a ritual if that spell has the ritual tag
and you have the spell prepared.

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Dragon Shaman
Level Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st — 0 — — — — — — — — —
2nd Improved Shapechange, Partial Transformation 3 2 — — — — — — — —
3rd — 3 3 — — — — — — — —
4th ─ 3 4 2 — — — — — — —
5th — 4 4 3 — — — — — — —
6th Bestial Shapechange, Befuddling Presence 4 4 3 2 — — — — — —
7th — 4 4 3 3 — — — — — —
8th ─ 4 4 3 3 1 — — — — —
9th — 4 4 3 3 2 — — — — —
10th Life's Breath, Monstrous Shapechange 4 4 3 3 3 1 — — — —
11th — 5 4 3 3 3 2 — — — —
12th ─ 5 4 3 3 3 2 1 — — —
13th — 5 4 3 3 3 2 1 — — —
14th Nature's Roar 5 4 3 3 3 2 1 1 — —
15th — 5 4 3 3 3 2 1 1 — —
16th ─ 5 4 3 3 3 2 1 1 1 —
17th — 5 4 3 3 3 2 1 1 1 —
18th Draconic Shapechange 5 4 3 3 3 2 1 1 1 1
19th — 5 4 3 3 3 3 1 1 1 1
20th ─ 5 4 3 3 3 3 2 1 1 1

Improved Shapechange Befuddling Presence


At 2nd level, you gain batter control over your Shapechange At 6th level, you can use your reaction to expend one use of
ability. When using your Shapechange feature, the new form your Frightening Presence to subtract your Wisdom modifier
can be a beast, dragon, or monstrosity, with a CR of 1 or from one enemy within your Frightening Presence's attack
lower. If you transform into a non-humanoid creature with rolls this turn.
Shapechange, you assume it's Strength, Dexterity, and
Constitution scores. Life's Breath
Partial Transformation At 10th level, you gain the ability to use your breath weapon to
weave life into the area you strike, causing it to become
Your mastery of your body allows you to use your natural overgrown with plant life. When using your breath weapon,
weapons and grants you a unarmored AC equal to 10 + your you can spend one spell slot to turn the ground within the
Constitution modifier + your Dexterity modifier. area it hit into difficult terrain.
Bestial Shapechange Monstrous Shapechange
At 6th level, when using your Shapechange feature, you can At 10th level, you can assume the form of creature's as
also assume the form of a Beast with a CR equal to or lower monstrous as you are. When using your Shapechange feature,
than your level divided by 3. you can also turn into a monstrosity with a CR equal to or
lower than your level divided by 3.

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Nature's Roar Dragon Skin Plus


At 14th level, as a reaction you can spend a spell slot to heal a While in your true form, your AC increases by 2.
number of creatures within the area of your Frightful
Presence equal to the spell slot's level + 1 for 2d8 + and Dragon Mount
additional d8 per level of the spell slot. Once you use this While in your true form and Medium sized, You count as one
feature, you cannot use it again until you finish a short or long size larger when determining your carrying capacity and the
rest. weight you can push, drag, or lift. While a creature that is
proficient in Animal Handling is riding on your back, they can
Draconic Shapechange use their reaction to add their Proficiency Bonus and Wisdom
At 18th level, you gain the ability to assume the form of to your AC for one attack or to one saving throw. They can do
another dragon by using your Shapechange. At 18th level, this after they know if the attack hit or missed. A creature
when using your Shapechange feature, you can also assume Proficient in Animal Handling can also use their action to add
the form of a Dragon with a CR equal to or lower than your their Proficiency Bonus plus their Wisdom modifier to any
level. You cannot use any Legendary actions or Legendary attack rolls you make this turn.
Resistances that the creature has. To gain these benefits, you must allow the creature to
determine where and how far you move.
Draconic Aspects Dragon Fear
Dracnic Aspects a abilities that dragons develop later in life. You are Proficient in Charisma (Intimidation) checks and add
Though a dragon's growth is tied somewhat to magic, double your Proficiency Bonus to them.
meaning that it is able to gain them early with training.
Silver Tongue
Dragon Sight
You are Proficient in Charisma (Deception) and Charisma
You gain dark vision through both magical and nonmagical (Persuasion) checks.
darkness up to 120 feet.
Legendary Action - Wingbeat
Improved Shapechange
prerequisite: must be level 17.
When using the Shapechange feature, you can choose to As a reaction while you are in your true form, you can make
assume the form of a beast with a CR of 1 or lower. one attack with your wings. This attack takes the form of a
gust of wind that forces all creatures within a 15 foot sphere
Breath Renewal to pass a Dexterity saving throw or be knocked prone.
prerequisite: must be level 2.
If you have no uses of your Breath Weapon left at the end of
your turn, you roll a d10. If you roll a 10, you regain a use of
your breath weapon.
Breath Renewal Greater
prerequisite: must be level 6.
If you have no uses of your Breath Weapon left at the end of
your turn, you roll a d8. If you roll a 8, you regain a use of your
breath weapon.
Breath Renewal Maximum
prerequisite: must be level 10.
If you have no uses of your Breath Weapon left at the end of
your turn, you roll a d6. If you roll a 6, you regain a use of your
breath weapon.
Breath Regeneration
prerequisite: must be level 14.
If you have no uses of your Breath Weapon left at the end of
your turn, you roll a d6. If you roll a 5 or a 6, you regain a use
of your breath weapon.
Breath Surge
prerequisite: must be level 2.
You can add your Charisma modifier to any damage dealt by
your Breath Weapon.

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d6 Ideal
Dragon Backgrounds 1
Family. Life has left suspicious, but a true family is
something that you will always look for.
Child of Dragons
Loyalty. You hold loyalty as the highest virtue, never
Rarely, a dragon will fall in love with a human. In most cases 2 forgiving betrayal and always willing to put you life on
this results in a Sorcerer or a half dragon. But in very rare the line for those you hold dear.
cases this will result in a child that, at first, appears to be the
same species as their non-draconic parent. In time, however, Understanding. You try to understand the positions of
they will begin developing draconic features and abilities until 3 others and try to make sure that others are treated
they finally transform into a full blooded dragon. justly. (Good)
You know how to hide your abilities and blend into the Vengence You have lost your tolerance for petty
crowd. You have learned to make yourself as unassuming as 4 humans and their small minds, you won't let them
possible when needed. You also have a kill for seeing when forget all the injustices they've dealt you. (Evil)
someone doesn't have you best interests at heart. Wealth. You spend your time expanding your riches,
5
hording gold like a dragon
Skill Proficiencies: Deception, Insight
Languages: Common and one other language of your choice. 6
Adventure. You want to explore the world and expand
Equipment: a set of common clothes, a backpack, and a coin your knowledge of it.
purse containing 20 gp.
d6 Bond
Feature: One of the Crowd I wish to find my draconic father/mother to know more
1
You can effortlessly blend into crowds of people while in a about my heritage.
humanoid form. When trying to evade capture or avoid being 2 I want to find a place to belong.
spotted in a large group of people you can hide much easier
than others. 3
My human parent died gave me a quest and i must
complete it to honor their memory.
Suggested Characteristics I can't stand seeing oppression of any kind and will
You were raised by normal people and randomly developed 4
stamp it out given the chance.
new powers as you got older. Depending on your surroundings
this may have been just a weird change or something 5 I seek to make my fortune as an adventurer.
completely life destroying. By the time you departed on an 6 I want to learn more about my powers.
adventure your dragon powers had fully manifested and your
life was set on a new course. d6 Flaw
d8 Personality Trait You fly into pointless rages at slight provocation.
1
(Chromatic)
You tend to underestimate your own abilities and
1 You force your ideals and morality onto others,
forget what you are capable of 2
sometimes to a extreme extent. (Metallic)
You take a pragmatic stance on everything and try not
2 You are greedy to a fault and tend to make bad choices
to not let emotion crowd your judgment 3
to make money.
You are awkward in social situations that involve
3 You boast about your power to others and hold it over
strength or other feats of physical ability 4
their heads.
You are self conscious about your body and tend to not
4 You see violence as the best solution to every problem.
talk about it 5
(Chromatic)
Your personality randomly swings to be more like your
5 draconic parent at time, this may or may not disturb You refuse to debate once your mind is set. You will
you. 6 never compromise, even if you know you are wrong.
(Metallic)
Using your draconic powers is strange to you,
6 sometimes surprising you when you use one that you
are not fully versed in Variant Child of Dragons: Heir to the
Thorne
You find yourself fussing over finances and wealth,
7 maybe taking up a position as the party's financial Instead of a child born from a union between a humanoid and
advisor a dragon, you might be the heir to a long line a nobles or
royals that have strong dragon blood. You were just born with
8 Your personality is similar to your dragon parent a lot of it. Maybe you were the result of a long project to breed
the perfect king or just a fluke of genetics.
Instead of a backpack and common clothes you might start
with a set of fine clothes, a signet ring, and a scroll of
pedigree. Instead of Insight, you might be skilled in history.

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d8 Personality Traits
Dragon in disguise
You brag about your abilities without letting others
Often a dragon will die or leave before their eggs hatch. 1
know what you are.
Sometimes a dragon will leave their eggs in the care of
humans they trust. Other times a young dragon without a You see humans as lesser beings. You see it as your
parent to raise them, or perhaps a a unhatched egg, will find 2
duty to protect them and help them when possible.
their way into the hands of a couple of humans that will raise (Metallic) You see them like insects and let them know
and care for them. how you feel. (Chromatic)
This gives you a different perspective on life than a normal You muse poetic about your lifespan, knowing that
dragon would have. The combination of draconic nature and 3
even the long lived elves live and die within your
human nurture often produces a personality the differs from lifetime and that you'll likely outlive every nation and
dragons of your species, sometimes changing your alignment institution you enter.
if your draconic traits are drastically different than what your You find yourself talking down to humanoids without
upbringing would produce. None the less the pride, greed, and 4
realizing it.
anger typical of dragons shows through and influence your
actions. 5
Dragons can survive by eating anything, so you like
tasting everything. Including rocks, trees, sand,
Skill Proficiencies: Perception, Intimidation whatever that thing is on the dungeon walls.
Languages: Common. You let animalistic tendencies come through in
Tool Proficiencies: One set of Artisan tools or gaming set everyday life. Circling people like prey, eating food with
Equipment: a set of common clothes, a set of artisan tools or 6
your hands, eating more food than you look like you
gaming set of your choice, and a coin purse containing 25 need, etc.
gp. You try to avoid acting like dragons of your species
7
typically do.
Feature: Draconic Brotherhood
You are very similar to the stereotype of a dragon of
Dragons tend to have a consideration for younger members of 8
your species.
their kind, as long as they aren't from the apposing faction at
least. Dragons of your type (metallic, Chromatic, etc.) are d6 Ideal
unlikely to attack you unless provoked. You have advantage on
any Charisma (Persuasion) checks involving them. They may 1
Greed. You dedicate your time to expanding your horde
be persuaded to to aid you or come to your defense if it comes above all else.
at no significant cost to them and a case can be made. Older Power. You seek out the power to dominate the weak.
female dragons especially are likely to give advice and aid if 2 (Evil) You seek the power to protect the weak. (Good)
asked, thought not at a risk to their safety or reduction of their You seek the power to achieve your Ideals. (Neutral)
horde. This consideration may or may not be extended to your
allies depending on their actions and the dragon's personality. Adventure. A nearly immortal life can be dull in your
3 later years, so you want to have as much fun as you can
Dragons of other types (Metallic, Chromatic, etc.), however, before then.
are not so kind. they will go out of their way to attack you if
they perceive you as a threat and any Charisma (Persuasion), 4
Pride. You seek to have a fearsome reputation.
(Deception), and (Intimidation) checks involving them are (Chromatic)
made with disadvantage. Justice. You seek to stamp out evil, or what you view as
5
evil.
Suggested Characteristics
Dragons are highly archetypal and magical creatures that tend 6
Honor. You want to bring honor to dragonkind and
towards personality traits that are common among their reestablish the dragon empire. (Evil or Lawful Good)
species. As such any dragon should have some connections to
the type of dragon they are. Alignment wise you should be
similar to that type of dragon and not swing to wildly away
from that alignment without good reason. For example a Red
Dragon that was raised by humans and influenced towards a
neutral or good alignment should still have strong chaotic
tendencies. A evil Gold Dragon should have a past that shows
them the worst of humanity and leads them to evil. Dragons
form their personalities early and have human adult level
intelligence or above after only a few days and speak fluent
Draconic within hours. It takes a lot to sway a dragon from
their natural tendencies, to the point that Evil Metallic and
Good Chromatic dragons are almost unheard of. Though this
upbringing has a tendency to mute this at times and temper
them towards neutrality.

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d6 Bond
1 You seek to build your horde to one worthy of a dragon.
You want to live up to the expectations of greatness
2
placed upon you.
3 You want to make the humans that raised you proud.
You are on a quest to live up to the ideas of
4
Bahamut/Tiamat.
You want to find a group of dragons to accept you.
5
(Gold, Silver, Steel, and Blue only.)
You have human family members that need something
6
that you are trying to find.

d6 Flaw
You are incredibly greedy and hate to spend even a
1
single piece of gold.
Seeing dragons of an other type (Chromatic/Metallic)
2
sends you into a rage, leading you to take stupid risks.
3 You talk down to humans without realizing it at times.
You hate for your pride to be insulted, often leading
4
you to act brashly when it is.
You are uncomfortable outside of your dragon form,
5 leading you to assume your natural form in sometimes
risky situations.
6 You don't like taking orders from humans.

d8 Quirk
You sleep on a golden chainmail blanket/ on top of a
1
pile of gold.
A weak, non damaging form of your breath weapon
2 flares up out of your mouth and nose when you are
angry.
Your voice sometimes drops an octave when you aren't
3
thinking about it.
4 You randomly slip into Draconic when you are angry.
You taste or bite anything that looks like food, and a lot
5
that doesn't.
You prefer to pay for things in silver rather than gold if
6
possible.
You eat way more than a humanoid, even when not in
7
your natural form.
You like your food burnt, cold, rotten, or poisoned
8
depending on your breath weapon type.

Variant Dragon in Disguise: Raised by the


clergy
Sometimes a dragon will leave their eggs at a monastery or
temple to be raised there. These dragons are brought up like
any other child left in their care. These monks or clerics are
usually followers of Bahamut, but could be followers of
another god. A dragon raised like this would probably have a
holy symbol, vestments, and other tools of a acolyte in their
starting equipment and might know an additional language
instead of skill with a tool.

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