(A4) Dungeons and Dragon Age (5e) - Dragon Supplement v.1
(A4) Dungeons and Dragon Age (5e) - Dragon Supplement v.1
(A4) Dungeons and Dragon Age (5e) - Dragon Supplement v.1
H
atchlings and matured male dragons are
considered the lesser kind of the true
dragons. They have no wings and are Dragonling
therefore incapable of flight, but their Medium dragon, unaligned
aggressive and territorial nature makes them
no less frightening to come across. Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Dragonling
Newly hatched dragons are roughly the size of a deer and STR DEX CON INT WIS CHA
voraciously hungry. They live for a short time in their 15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
mother's lair before venturing out on their own. The slender,
wingless creatures are born in vast numbers, as only a few Saving Throws Dex +2, Con +3, Wis +2, Cha +3
survive to adulthood. It is nigh impossible to determine the Skills Perception +4, Stealth +2
sex of a dragonling. Senses darkvision 60 ft., passive Perception 14
Dragonlings that have left their mother's lair hunt in small Languages ―
packs to take down larger prey. Although they fight together, Challenge 2 (450 XP)
they care little for each others well being. If a member of a
pack is mortally wounded or no longer able to hunt, it is left Actions
behind to fend for itself.
All dragonlings are born with dull gray colored scales that Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
rarely vary from one another. one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The dragonling
Drake exhales fire in a 15-foot cone. Each creature in that
area must make a DC 11 Dexterity saving throw,
Drakes are intelligent, almost sly, yet ferocious beasts. Once taking 21 (6d6) fire damage on a failed save, or half
they have fully matured, male dragons seek out the lairs of as much damage on a successful one.
adult females. When they find one, they move into her lair
and spend the rest of their lives there, hunting for her and
defending her young. Drakes never develop wings, unlike The dark gray scales of all drakes varies slightly from one
female dragons; at most, their forelegs grow vestigial spurs another in regard to their saturation, but it is not uncommon
where wing membranes might have been. A high dragon will for these scales to have a purple hue. On rare occassions the
have a dozen or more drakes guarding her young, constantly scales have a blue or red hue instead. Drake scales form a
fighting among themselves for the right to mate. tough natural armor and their hides are prized for making
Drakes aggressively defend a high dragons nest, fighting suits of highly effective armor. Colored scales are highly
with sharp claws and crushing bites. They can spit gouts of sought after, often used by nobles to have unique armors or
flame and strike pulverizing blows with their tails. clothing crafted as a symbol of their prestige.
Drake Actions
Large dragon, unaligned Multiattack. The drake makes three attacks: one with its
bite or tail and two with its claws.
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Breath Weapon (Recharge 5-6). The drake exhales fire in
Skills Survival +4, Perception +7, Stealth +4 a 30-foot cone. Each creature in that area must make a
Senses darkvision 120 ft., passive Perception 17 DC 13 Dexterity saving throw, taking 35 (10d6) fire
Languages ― damage on a failed save, or half as much damage on a
Challenge 5 (1,800 XP) successful one.
A
dragon that takes to the skies is considered to During the maturing period dragons evolve their innate
be a true dragon. At the dawn of the mankind capability to breath fire, developing at least a second set of
the dragons were considered godlike creatures, glands that produce a different elemental effect. It is
with the strongest among them revered as extremely rare for a dragon to develop more than one
pantheons. After the Magisters of Tevinter additional set of glands, though not unheard of.
supposedly entered the Golden City, corrupting Dragons are intelligent and cunning creatures. They have
it with their sins, the great dragons of old been observed fighting dangerous monstrosities, such as
disappeared. For nearly a thousand years after the giants and darkspawn warbands, in order to study the
disappearance of the Old Gods, dragons lived as dangerous behaviours of potential threats to their territory for when they
beasts in the wilds. In the Steel Age, dragons were hunted to claim a nest. They have also on occassion attacked major
near-extinction thanks to methods pioneered by the villages or smaller towns if one is near a potential lair, either
Pentaghast family of Nevarra. Most people thought that to route the townsfolk or gage their respond to its presence.
dragons had been extinct for centuries, but a notable They take full advantage of their natural talents and evolving
rampage by a high dragon during the end of the Blessed Age bodies, often deploying fly-bys against larger groups of
caused Divine Faustine II to name the next Age as the creatures, while bombarding them with the various breath
Dragon Age. weapons at their disposal.
As a dragon begins to mature, the dull gray color scheme of
its scales rapidly change. Vibrant and beautiful colors set in,
Dragon often intermingling with each other. The base color scheme
Dragons are maturing female dragons. They traverse vast for dragons have well-known names, descriped in detail in
distances, devouring most of the wildlife they come by in chapter 4. Stripes and spots unique to each dragon causes
order to grow. During the same period, they search for a them to be identifiable when sighted, making it easy for
suitable lair to build their nest in, preferring ruins and caves. dragon hunters to track their prey.
Dragon Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Huge dragon, unaligned
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Armor Class 19 (natural armor) target. Hit: 15 (2d8 + 6) bludgeoning damage.
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft. Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Fire Breath. The drake exhales fire in a 30-foot cone.
STR DEX CON INT WIS CHA Each creature in that area must make a DC 16
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) Dexterity saving throw, taking 49 (14d6) fire
damage on a failed save, or half as much damage on
a successful one.
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Secondary Breath. Choose or randomly determine an
Skills Insight +7, Intimidation +7, Survival +7,
additional breath from the Dragon Breath Attack
Perception +12, Stealth +6
table.
Damage Immunities fire, and any damage type of its
additional breath weapon
Condition Immunities charmed, frightened, poisoned Legendary Actions
Senses darkvision 120 ft., passive Perception 17 The dragon can take 3 legendary actions, choosing
Languages ― from the options below. Only one legendary action
Challenge 15 (13,000 XP) option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Hold Breath. The dragon can hold its breath for 1 hour. legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Tail Attack. The dragon makes a tail attack.
Actions Wing Buffet (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon
Multiattack. The drake makes three attacks: one with its must make a DC 17 Dexterity saving throw, taking
bite or tail and two with its claws. 13 (2d6 + 6) bludgeoning damage, be pushed 10
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one feet away from the dragon, and are knocked prone
target. Hit: 16 (2d10 + 6) piercing damage. on a failed save, or take half as much damage and be
pushed 5 feet away from the dragon on a success.
The dragon can then fly up to half its flying speed.
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Wyvern Actions
Huge dragon, unaligned Multiattack. The wyvern makes three attacks: one with
its bite and two with its claws.
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft., hover 60 ft. target. Hit: 16 (2d10 + 5) piercing damage plus 14
(4d6) poison damage, and the target must succeed on
a DC 15 Constitution saving throw or be poisoned
STR DEX CON INT WIS CHA until cured.
21 (+5) 12 (+1) 21 (+5) 10 (+0) 15 (+2) 7 (-2) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Saving Throws Dex +6, Con +10, Wis +7
Skills Intimidation +7, Survival +7, Perception +12 Launch Glob. Ranged Weapon Attack: +6 to hit, reach
Damage Immunities poison 20 feet. Hit: 28 (8d6) poison damage, and the target
Condition Immunities poisoned must succeed on a DC 15 Constitution saving throw or
Senses darkvision 120 ft., passive Perception 17 be poisoned until cured.
Languages ― Deadly Leap. If the wyvern jumps at least 15 feet as part
Challenge 13 (10,000 XP) of its movement, it can then use this action to land on
its feet in a space that contains one or more other
Legendary Resistance (3/Day). If the wyvern fails a saving creatures. Each of those creatures must succeed on a
throw, it can choose to succeed instead. DC 15 Strength or Dexterity savint throw (target's
choice) or be knocked prone and take 15 (3d6 + 5)
Gliding Flight. If the wyvern leaps from high ground, it bludgeoning damage plus 15 (3d6 + 5) slashing
can hover as long as it moves on each of its turns or damage. On a successful save, the creatures takes only
until it lands. The wyvern can stay leveled with the half the damage, isn't knocked prone, and is pushed 5
point it leapt from and descend at a rate it chooses, but feet out of the wyvern's space into an unoccupied
is unable to ascend. space of the creature's choice. If no unoccupied space
Lethal Poison. Any creature that is poisoned by the is within range, the creature instead falls prone in the
wyvern is in mortal danger. Until the poisoned wyvern's space.
condition ends, the creature must succeed a DC 15
Constitution saving throw at the end of each hour, or Legendary Actions
gain one level of exhaustion. Any time the wyvern The wyvern can take 3 legendary actions, choosing
forces a creature it has already poisoned to make a from the options below. Only one legendary action
Constitution saving throw against its poisonous option can be used at a time and only at the end of
attacks, they gain a level of exhaustion on a failure another creature's turn. The wyvern regains spent
instead of the poisoned condition. legendary actions at the start of its turn.
Standing Leap. The wyvern's long jump is up to 30 feet Move. The wyvern moves up to half its speed without
and its high jump is up to 15 feet, with or without a provoking attacks of opportunity.
running start. Rake. The wyvern makes one claw attack.
Spider Climb. The wyvern can climb difficult surfaces, Spew (Costs 2 Actions). The wyvern makes one launch
including upside down on ceilings, without needing to glob attack.
make an ability check. Pounce (Costs 3 Actions). The wyvern jumps 15 feet
and takes the deadly leap action.
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Chapter 4: Dragon Colors
A
s a dragon begins to mature, the dull gray color Greater Mistral
scheme of its scales rapidly change. Vibrant and
beautiful colors set in, often intermingling with A Greater Mistral almost exclusively nests in the Emerald
each other. The base color scheme for dragons Graves, an uncivilized area with flourishing woods and long
have well-known names, descriped in detail in lost ruins of the Elvhenan.
this chapter. Stripes and spots unique to each Her scales are colored like a precious sapphires, with
dragon causes them to be identifiable. impressive patches of honey yellow across her back, tail, and
wingspan. Small spots of honey yellow is also scattered
across her head and belly.
Named Variants She is one of the few dragon variants that don't have horns.
Ferelden Frostback Hivernal
A Ferelden Frostback typically nests in the Frostback A Hivernal nests exclusively in cold climates, such as the
Mountains, often claiming a large swath of territory where dangerous and unforgiving Sunless Lands, located south of
her numerous offspring are allowed to roam under her the known world, or atop the various mountain ranges found
protection. across Thedas.
Her scales are a light amber, fading into an earthern brown Her scales are deep grey or black, with an almost entirely
along her tail and legs. Her stripes and spots are typically snow white wingspan. A plethora of faded spots and streaks
usually the same hue of brown, forming intricate labyrinths of dull white cover her entire body.
along the scales. Like the Greater Mistral, she doesn't have horns.
Her horns petrude from the back of her skull and tilts ever-
so-slighty upwards.
Vinsomer
Northern Hunter A Vinsomer usually nests in isolated areas along rocky coast
A Northern Hunter has no preferred nesting ground, but lines, preferably those bordering an unruly sea.
typically nests where there are large amounts of food readily Her scales are entirely purple, with long and encumbassing
available. She will eat everything from nugs to wyverns to a dirty white streaks. Spots and patches of lemon yellow are
settlements foodstocks, like vegetables and cheese. predominant along her belly, back, and legs.
Her scales are an intermingled mess of vibrant purple and Her horns petrude from the sides of her skull, and bend
dull orange, with her head and the most of her neck always ever so slightly forwards.
being the former. White stripes and faded spots is scattered
across her body and wingspan. Sandy Howler
Her horns petrude from the sides of her skull and bends A Sandy Howler prefers to nest in the deserts, claiming large
forwards, sitting comfortably a few inches behind the end of sandy basins as theirs. They are the only type of dragon
her snout. which intentionally burns their prey before consumption.
Her scales are light brown, with long thin streaks and
Abyssal High Dragon uneven spots of dark brown across her body and wingspan.
Very little is known of the Abyssal High Dragon, as they were The wings themselves are the color of its desert home.
thought extinct. A single specimen was recently rediscovered Her horns petrude from the back of her skull and sharply
in the desert wastelands of the Western Approach, suggesting bends downwards near the tips.
that they nest in the scorching heat of the deserts.
Her scales are entirely crimson red, changing ever so Kaltenzahn
slightly in saturation along her entire body. Teal, sky colored A Kaltenzahn prefers to live in cold climates along the
spots are clustered along her jaw, throat, belly, and under Hunterhorn Mountains.
wings. Her scales are an uneven and apparently random mixture
Her horns petrude from the sides of her skull and aimed of teal, black, white, and red.
towards the heavens. They are much larger than any other She too doesn't have any horns.
dragons.
Highland Ravager
Gamordan Stormrider A Highland Ravager has no preference as to where it nests.
A Gamordan Stormrider prefers to nest in areas with thick In constrast with other dragons, she can be surprisingly
forests, large bodies of water, and that are prone to stormy social, occasionally willing to share her territory with other
weather. All of these preferences are met in the Dales. dragons or powerful beings.
Her scales are equally deep purple and golden yellow, with Her scales are dark gray, with tones of faded brown and
no particular commonality as to where these colors set in. crisp orange, as well as uneven stripes and spots of white.
Extensive red, bordering orange, and white stripes is Her wings are typically a faded orange.
scattered across her body. Her horns pertrude from the backside of her skull and
Her horns are very similar to those of the Northern Hunter. bend upwards in multiple spots.
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Art by Fan created content by thatWheatley
BioWare (pg. 1, 2, 5, 11), DAY1923 (pg.13), hades (pg. 9), Phil This is a supplement for the Dungeons and Dragon Age
Tucker (pg. 10) guide, which can be downloaded here.
Blending images by Dungeons and Dragon Age reddit discussion threat can be
Aeron Drake found here.
Uncredited works Dungeons and Dragon Age: Dragon Supplement reddit
discussion threat can be found here.
If your work is uncredited, please do not hesitate to contact
me and the homebrew will be updated immediately. All documents for the D&DA setting are works in process,
and subject to change.
CREDITS
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