You can help 1d4chan by expanding it This article is a skub. Simply put, you get to play as the Dragons. That would be too cool. However, your dragons are limited to specific classes: Dragon a generic template of a kit that permits their development , Priests and Mages Though limited to using specific kits to not hamper your development , and Psionicist Using kits exclusive to the Gemstone Dragons , and your levels are dictated by how many magical items are in your hoard. Kindred: Of course, there are other races besides the dragons.
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They fascinate and inspire so many designers of roleplaying games, regardless of genre. It is my sincere hope that these rules lead to campaigns in which the players have the power to command the mightiest of creatures against equally fearsome opponents. Go then, and let all living things shudder at your terrible approach! Their civilization dominates the known world, with all others living beneath them or in contest for territory.
In the distant past, the dragons fought their own kind in endless war. Great Io, the Ninefold Dragon, looked upon them and found them wanting. Should not his creations, as powerful as they were, rule over the whole of the world in unchallenged dominion? Why then were they scattered like leaves in a storm, quibbling and slaughtering one another? Angered, Io shed his own blood over the empty seas. Divine ichor poured into the steaming oceans of the ancient world and a mighty chain of islands was born, to which he bade the dragons migrate and rule.
Despite this supernal gift, the dragons continued to make war upon one another, and Great Io saw that his work was not yet done. He visited lands across the sea, lands inhabited by lowly and crude human tribes. Io gifted them with great knowledge of weapons, armor, and magic, and set them against his own children.
Yet again, Great Io appeared before the mightiest of his progeny and gave them the key to their salvation -- unity of the dragon clans against the threat of the humans. Only together could they stand against the tide of fecund creatures that, though puny, nevertheless slaughtered the isolated clans. Despite this temporary alliance, the dragons fell back to infighting for treasure and territory. Great Io, infuriated, appeared to his children yet again in visions, inspiring them to create the foundations of a society that would endure through the eons.
To Exaurdon the Gold, Io gave the dream of an enormous aerie where dragons could peacefully gather in great numbers. Io guided Bloodtide the Red to construct a system of rites and challenges that would replace endless conflict and slaughter. He inspired Starratiel the Amethyst to create the Council itself, where the wyrms could air grievances and reach solutions equitable for all the clans. The lifespans of dragons are long, and their ideological differences vast.
Yet the Council has endured, though forces both within and without constantly challenge its unity. The hate between the breeds is strong, strong enough perhaps to defy the edicts of Great Io one more time. Giants raid the shores of clan strongholds, monsters breed and haunt the wilderness, and the shadow of the dragon slayers waits beyond the horizon.
To that end, some sacred cows were slaughtered, and some were transmuted into pigs or sheep. Player character dragons start out slightly weaker than that, and grow into their power. As with "monster" versions of the standard player ancestries, monsters are monsters and players are players. There is no strict adherence to age category as your level. There is a much less drastic striation of power between dragon breeds, which is generally supported by the update to dragons in the current edition -- though a red dragon from the Monster Manual is stronger than a white of similar age.
There should not be a massive inherent disadvantage to playing the breed one wants to play, but slight power differences may be apparent. A Dungeon Master should take care, lest they be surrounded by six player character gold dragons.
Metallic dragons are slightly stronger as-written due to breath weapon varieties. To that end, chromatic and gem dragons receive some extra tricks that echo some of their old abilities, as well as bonus proficiencies. Not every dragon gets innate spells or psionic powers. A dragon that chooses a class without these features does not receive them. Dragons are not limited to the alignment of their breed, though dragons with minor differences are considered odd and greater differences are revolting to their own breed.
Current edition rules offer a much broader variety of classes, and combinations that were previously not possible or might be considered bizarre. Dragons can be fighters, wizards, clerics, warlocks, paladins, and more. Dragons benefit fully from all ability score bonuses, rather than not benefiting at all. This means a dragon with a high Dexterity score has an excellent AC, represented by preternatural awareness and reflexes.
A dragon with immense Strength which most have, eventually will deal great amounts of damage with their physical attacks. All dragon family tongues were merged together into Draconic. Finally, this adaptation includes, for better or worse, rules for playing chromatic dragons. Many Dungeon Masters may want to ban their use as player characters, but for those who can play evil responsibly and not tear apart their gaming groups with backstabbing and vindictiveness may find great joy in playing a terrifying chromatic wyrm.
You generate your ability scores whether rolling, point buying, or using the standard array as your Dungeon Master sees fit , apply racial bonus to the scores, choose a class, and begin play. There are, of course, some notable differences. A dragon player character is much stronger than an equivalent level human, elf, or dwarf, and only gets more powerful from there.
However, dragons cannot benefit from many class proficiencies, such as weapons and armor, since none are designed with dragons in mind with a few exceptions. This sum may contribute to their bonded hoard. Additionally, some skills and many tool kit proficiencies are irrelevant for dragons. They either have better means of accomplishing the task with their natural strength and size or servants , or lack the manual dexterity to use the skill or tools in question at all.
Dragons have special rules for Dexterity Sleight of Hand checks and other roguish skills, outlined later in this document. Dragon Breeds, Families, and Racial Traits When Great Io created the dragons, he divided the dragons into three families, creating a balance of power and ideologies. The chromatic dragons tended toward cruelty and domination, using their strength to gain status and quell subordinate dragons within their clan.
Metallic dragons were on the opposite end of the spectrum from the chromatics, comprised of dragon breeds that were noble and generally just. Between them, the gem dragons were introspective and wise, tending toward neither wickedness or benevolence. All player character dragons belong to one of these families and their respective breeds.
Other dragon breeds, or hybrids of any two dragon breeds, are almost completely unknown in the Council of Wyrms setting. Regardless of family or breed, all dragons have the following qualities in common: Speed. Your base movement speed is 30 feet. You also possess a flight speed of 60 feet. At young age and older, your movement speed increases to 40 feet and your flight speed to 80 feet.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. Breath Weapon. Your draconic heritage gives you a breath weapon. This breath weapon becomes stronger as you gain in levels. As an action, you can exhale this breath upon your enemies, forcing your enemy to make a saving throw listed under your breed entry.
If they succeed, a victim suffers only half damage from the attack. You cannot use this ability again until you complete a short rest. If your breed allows you to use more than one type of breath attack, you can only use one or the other before requiring a short rest.
Almost all dragons unless otherwise noted possess a natural bite attack that inflicts 1d10 points of piercing damage, plus your Strength modifier. At young age and older, this damage increases to 2d You possess resistance to an energy type in accordance with your breed, as listed in its respective entry. Dragon hide is tough, and your AC can never be worse than 13 plus your Dexterity modifier.
You can speak, read, and write the Draconic language. Dragons rarely employ ink and quills to write in the Draconic language especially as they grow larger , but carve letters into stone or wood with their claws. Often recognized as the most powerful -- and certainly as the most terrifying and cruel -- are the red dragons, whose progenitors achieved their status by crushing their foes utterly and without mercy. Ability Score Increase. Your Strength, Dexterity, Constitution, and Intelligence scores each increase by 2.
You can breathe both air and water. You can swim at a speed of 40 feet. Insidious Stalker. You are proficient in Stealth. Acid Breath. You can exhale a foot line of acid as your breath weapon. This attack deals 2d8 acid damage and increases by 1d8 per character level beyond 1st.
At young age, the range increases to 30 feet. At adult age, it increases to 60 feet. At ancient age, your acid breath has a foot range. Victims who succeed at a Dexterity saving throw suffer only half damage.
Acid Resistant. You are resistant to acid damage. Blue Dragon The arid deserts and rocky badlands of the islands are the domain of the blue dragons. They are cunning and intelligent, knowing when to parley, when to fight, and when to flee. Your Strength score increases by 4. Your Intelligence and Wisdom scores both increase by 2. You feel no discomfort from natural desert heat, and can burrow at a speed of 15 feet.
This speed increases to 20 feet at young age, 25 feet at adult age, and 30 feet at ancient age.
Council of Wyrms