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Dragon Feats

Some dragons, whether through pacts, training, or bloodline, are stronger than others. These extra strengths and abilities are represented by Dragon Feats. Dragons can have a multitude of additional traits, actions, or legendary actions; the feat list given below is universal and can be given to a dragon of any color. Additional feats specific to the dragon’s color are given in lists hereafter.

A dragon can choose a number of dragon feats up to the numeric equivalent of its age category, to a maximum of 12. So a wyrmling can choose only 1 dragon feat, while a great wyrm can choose up to 12 dragon feats. Actions, reactions, and legendary actions included with traits do not count against this number.

These abilities add personality and flavor to each dragon to make each encounter unique. Feel free to mix and match, but remember to adjust the Challenge Rating accordingly. If creating a lower level dragon, modify damage dice accordingly.

These feats are also meant to add difficulty to a dragon encounter, especially by countering the abilities and feats of Player Characters; remember that it isn’t very fun as a player to have all of your abilities compromised by an ability that the monster has. Some dragons may choose particularly deadly combinations, such as Tough combined with Hard Scales and Mundane Weapon Resistance; Rend paired with Sweeping Claws; or Mobile with Swift and Strafing.

In order to take one of these feats, a creature must be a true dragon.

If a feat has prerequisites, the dragon must fulfill all of those prerequisites before it can take that feat. Each feat can be taken only once, unless the feat’s description states otherwise.

Contents

Dragon Feat Descriptions

Acid Blast

Prerequisite(s): Black dragon (adult or older).

The dragon gains a new Breath Weapon option:

  • Acid Blast. The dragon chooses a point on the ground within 60 feet of it that it can see, and then exhales an acidic bomb that lands on that point. All creatures within 20 feet of that point must succeed on a Dexterity saving throw or take damage equal to half of the dragon’s Acid Breath damage, or half as much damage on a successful save. A pool of residual acid forms in that same area. Any creature that starts its turn in the pool or enters the area for the first time on its turn takes 13 (3d8) acid damage. The pool is difficult terrain and dissipates after 3 (1d6) rounds, or until cleared (such as by running water).

Acidic Blood

Prerequisite(s): Black dragon.

When the dragon has half of its hit points remaining or less, if it is hit by an attack from a creature within 5 feet of it, the attacker takes 9 (2d8) acid damage.

Acrid Dragon

Prerequisite(s): Green dragon.

The dragon has resistance to acid damage.

Acute Eyesight

Prerequisite(s): Gray dragon.

The dragon has advantage on Wisdom (Perception) checks that rely on sight. In addition, in conditions of clear visibility, the dragon can make out details of even extremely distant creatures and objects as small as 2 feet across.

Adamantine Claws

Prerequisite(s): Adamantine dragon

If the dragon hits an object with a claw attack, the hit is automatically a critical hit.

Adamantine Resilience

Prerequisite(s): Adamantine dragon

The dragon gains the following reaction:

Adamantine Resilience. When the dragon is hit by a weapon attack or subjected to an effect that deals bludgeoning, piercing, or slashing damage, it can choose to gain resistance to all damage from that attack or effect.

Adamantine Scales

Prerequisite(s): Adamantine dragon

Any critical hit against the dragon becomes a normal hit.

Advanced Spellcaster

Prerequisite(s): Bronze dragon; Innate Spellcasting.

The dragon can learn up to two additional innate spells (any combination of At Will or 3/Day, GM’s choice).

Aftershock

Prerequisite(s): Adamantine dragon

A creature that fails its saving throw against the dragon’s Thunder Breath is also knocked prone.

Alert

Prerequisite(s): Dragon

The dragon is particularly aware of its surrounding. It gains the following benefits:

  • The dragon gains a +5 bonus to initiative rolls.
  • The dragon cannot be surprised while it is conscious.
  • Creatures do not gain advantage on attack rolls by being hidden from the dragon.

Ambusher

The dragon gains advantage on attack rolls against creatures it has surprised.

Appraise

Prerequisite(s): Red dragon.

The dragon automatically knows the exact value of something only by looking at it.

Arcane Immunity

Prerequisite(s): Dragon

The dragon is immune to magic sleep effects, and to the paralyzed and petrified conditions.

Armor Training

Prerequisite(s): Dragon, Str 14 (light), Str 17 (medium), Str 20 (heavy)

The dragon gains proficiency with light armor. If it already has proficiency with light armor, it gains proficiency with medium armor. If it already has proficiency with medium armor, it gains proficiency with heavy armor.

This feat can be taken up to three times.

Aura of Despair

Prerequisite(s): Dragon, Terrifying Presence.

The dragon exudes such a terrifying aura that creatures near it lose their will to fight in battle. Each creature that fails its saving throw against the dragon’s Frightful Presence takes a -2 penalty to all attack rolls and saving throws for 1 minute, or until it succeeds the save.

Blinding Breath

Prerequisite(s): Mithral dragon

A creature that fails its saving throw against the dragon’s breath weapon is also blinded until the end of its next turn.

Blinding Fire

Prerequisite(s): Gold dragon (mature adult or older).

A creature who fails its saving throw against the dragon’s Fire Breath is blinded until the end of its next turn.

Brutal Ferocity

Prerequisite(s): Iron dragon

The dragon scores a critical hit on an attack roll of 19 or 20 on the d20.

Brute

Prerequisite(s): Dragon, Strength 18.

The dragon deals an extra die of damage whenever it hits with a melee weapon attack.

Careful Breath

Prerequisite(s): Brass dragon.

Whenever the dragon uses its Fire Breath, it can choose to deal half as much damage with the weapon. If modified in this way, the dragon can choose a number of creatures in the area of its Fire Breath up to its Charisma modifier. These creatures automatically succeed on the saving throw against that use of the Breath Weapon. The next time the dragon’s Breath Weapon recharges, it does so on a 4-6 instead of a 5-6.

Caustic Ooze

Prerequisite(s): Gray dragon (mature adult or older).

The dragon’s bite attack deals an additional 4 (1d8) acid damage whenever it hits with it.

If the dragon has Acid Breath, then a creature that fails its saving throw against the Acid Breath also takes 4 (1d8) acid damage at the beginning of each of its turns until it or another creature takes an action to scrape off the acid.

Chain Breath

Prerequisite(s): Bronze dragon (juvenile or older).

If the dragon hits at least one creature with its Lightning Breath, it can choose another creature within 30 feet of the Breath Weapon’s original area but that wasn’t targeted by the attack. Lightning chains to that creature. That creature must make a Dexterity saving throw as if it was an original target, taking damage (or half damage) from the dragon’s Lightning Breath as normal.

Change Shape

Prerequisite(s): Dragon, must not already have the Change Shape action option.

The dragon shapeshifts according to the Change Shape ability possessed by metallic dragons. Chromatic dragons rarely have this ability mastered in the way that metallic dragons do, and so only have one or two alternate forms. For example, a blue dragon may possess the ability to shapeshift into a storm giant. They rarely take the form of humanoids (especially reds) because they see themselves as the pinnacle of perfection. However, a green or purple dragon may find practical use for a humanoid form.

Charge

Prerequisite(s): Dragon

If the dragon takes the Dash action on its turn, it can make a melee attack as a bonus action on the same turn. If the dragon travels at least 10 feet toward the target before making the attack, and the attack hits, it can choose to either gain a +5 to the attack’s damage roll, or knock the target prone and push it 5 feet in any direction it chooses.

Charm Reptiles

Prerequisite(s): Black dragon (mature adult or older).

The dragon gains the following action option:

  • Charm Reptiles (3/Day). The dragon casts animal friendship on all reptiles within 30 feet of it, without requiring material components. The dragon can communicate with any charmed animals as if it had cast a speak with animals spell.

Cloudwalking

Prerequisite(s): Silver dragon.

The dragon can tread on clouds and fog as though on solid ground. This ability functions continuously but can be resumed or negated at will, no action required.

Colossal

Prerequisite(s): Dragon, must be Ancient or older; must be Gargantuan or Colossal.

The dragon’s size is Colossal, and its space is a 25 to 30 foot square. It has advantage on Strength checks against Huge or smaller creatures. Medium or smaller creatures can enter the dragon’s space and vice versa, and the dragon gains the Stomp reaction, the modified Bite action, and the Swallow action. The dragon can make a Swallow attack instead of a Bite attack as part of its Multiattack.

  • Bite. (Range, damage, and targets equal to original values.) If the target is a creature, the dragon can choose to grapple it (escape DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier). Until this grapple ends, the target is restrained, and the dragon can’t bite another target.
  • Stomp. The dragon can make a claw attack against a creature that ends its turn in the dragon’s space.
  • Swallow. The dragon makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 28 (8d6) acid damage, and 28 (8d6) damage (of the same type as the dragon’s Breath Weapon) at the start of each of the dragon’s turns. If the dragon takes 40 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Command Plants

Prerequisite(s): Green dragon (ancient or older).

The dragon gains the following action option:

  • Command Plants (1/Day). The dragon targets a number of plant creatures within 120 feet of it and whose combined Challenge Rating is less than or equal to the dragon’s. All affected creatures must succeed on a Wisdom saving throw (save DC = 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier) or be dominated by the dragon as if by a dominate monster spell.

Convincing Disguise

Prerequisite(s): Silver dragon.

While the dragon is in a humanoid form, Wisdom (Insight or Perception) checks made to discern the disguise are made with disadvantage.

Corrosive Acid

Prerequisite(s): Copper dragon (mature adult or older).

If a creature that fails its saving throw against the dragon’s Acid Breath is wearing nonmagical armor, that armor suffers a permanent and cumulative -1 penalty to the AC it offers.

The armor is destroyed if the penalty reduces its AC to 10.

To creatures not wearing armor, the dragon’s Acid Breath instead deals an extra 4 (1d8) acid damage.

Corrupt Water

Prerequisite(s): Black dragon (adult or older).

The dragon gains the following action option:

  • Corrupt Water (1/Day). The dragon magically stagnates up to 10 cubic feet of a body of water that it can see within 120 feet of it, making it become still, foul, and unable to sustain animal life. The water remains corrupt until purified, such as by a purify food and drink spell. Any creature to drink the water regurgitates it in 1d4 minutes and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

Crush

Prerequisite(s): Dragon, size Large or larger.

The dragon gains the Crush action option:

  • Crush. The dragon throws itself at an enemy creature and lands centered on that creature’s space. All creatures within the dragon’s new space must make a Dexterity saving throw (save DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier). The target makes the saving throw with disadvantage. On a successful save, a creature is pushed safely to the nearest unoccupied space. On a failed save, the creature takes 6 (1d12) plus 6 (1d12) bludgeoning damage for every size category the dragon is above Medium (plus Strength modifier), and the creature is restrained by the dragon, and both are considered prone. If the dragon starts its turn on top of a creature restrained in this way, the creature takes the same damage. At the end of its turns, any restrained creature can attempt to escape as if trying to escape a grapple. The restrained condition ends when the dragon ends the prone condition.

Damage Absorption

Prerequisite(s): Dragon, must be Ancient or older.

Whenever the dragon would take damage of the same type as its breath weapon, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Death Dragon

Prerequisite(s): Black dragon.

The dragon has resistance to necrotic and poison damage, and has advantage on saving throws made to resist becoming poisoned.

Death Throes

Prerequisite(s): Red dragon.

When the dragon dies, a final blast of fire marks its demise. Each creature within 30 feet of it must make a Dexterity saving throw (save DC = Fire Breath save DC), taking fire damage equal to the damage dealt by its Fire Breath on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.

Deep Dragon

Prerequisite(s): Purple dragon.

The dragon has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.

Deep Sea Dragon

Prerequisite(s): Bronze dragon.

The dragon has resistance to cold damage.

Desert Dragon

Prerequisite(s): Brown dragon.

The dragon has advantage on Dexterity (Stealth) checks made to hide in a sandy or desert environment.

Desert Flames

Prerequisite(s): Brass dragon.

The dragon’s attacks ignore resistance to fire damage. When the dragon rolls fire damage, it can treat any 1 rolled on a damage die as a 2.

Detect Treasure

Prerequisite(s): Gold dragon (old or older).

The dragon gains the following action option:

  • Detect Treasure (3/Day). For the next 10 minutes, the dragon magically detects the location of each Medium or smaller object within 60 feet of it that is worth 100 gp or more. This ability can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dimension Strike

Prerequisite(s): Mithral dragon, Multiattack.

As a part of its Multiattack, the dragon can teleport up to 30 feet to an unoccupied space that it can see. It has advantage on the first melee weapon attack it makes after teleporting.

Discern Location

Prerequisite(s): Red dragon (ancient or older).

The dragon gains the following action option:

  • Discern Location (3/Day). The dragon can immediately learn the exact location of any item it has touched or any creature it has seen (or has a belonging of), as long as the two are on the same plane of existence. Nothing will block this ability other than a wish, a mind blank spell, or the intervention of deity.

Dive Attack

Prerequisite(s): Dragon, size Large or larger.

If the dragon is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) damage to the target, for every size the dragon is above Medium. If the dragon is Huge or larger, the target must also succeed on a Strength saving throw (save DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier) or be knocked prone.

Dominating Gaze

Prerequisite(s): Purple dragon (young adult or older).

The dragon gains a new action option:

Dominating Gaze. The dragon stares into the eyes of a creature. That creature must succeed on a Wisdom Saving Throw (save DC = Frightful Presence save DC) or be dominated by the dragon as if by the dominate monster spell. On a successful save, that creature cannot be affected by the dragon’s Dominating Gaze again for the next 24 hours.

If the dragon has legendary actions, it also gains the following legendary action:

Dominating Gaze (Costs 3 Actions). The dragon uses its Dominating Gaze.

Dominating Presence

Prerequisite(s): Green dragon (adult or older); ability to cast at least one charm spell.

When targeting a creature of the dragon’s Challenge Rating or lower, the dragon’s charms ignore resistance to (or advantage on saves against) the charmed condition. In addition, the dragon can use a bonus or legendary action to exert precise control of creatures it has charmed or dominated.

Draining Breath

Prerequisite(s): Shadow dragon (mature adult or older), can’t already have Enervating Breath.

A creature that fails its saving throw against the dragon’s Shadow Breath also has its Strength score reduced by an amount depending on the dragon’s age, as given in the table.

The creature dies if its Strength score is reduced to 0.

This reduction lasts until the creature finishes a long rest.

Strength Reduction
Dragon Age Strength Score Reduction
Wyrmling 1d4
Very Young 1d4
Young 1d4
Juvenile 1d4
Young Adult 1d6
Adult 1d6
Mature Adult 1d8
Old 1d8
Elder 2d4
Ancient 2d4
Wyrm 2d6
Great Wyrm 2d6

Eldritch Resistance

Prerequisite(s): Purple dragon; Arcane Immunity.

The dragon has resistance to force damage.

Empowered Bite

Prerequisite(s): Dragon, must be a metallic dragon.

The dragon’s bite attacks also deal extra damage of the same type as the dragon’s breath weapon. The damage varies by the dragon’s age, as given in the table.

Elemental Bite Damage
Dragon’s Age Damage
Wyrmling 1d6
Very Young 1d6
Young 1d8
Juvenile 1d10
Young Adult 1d10
Adult 1d12
Mature Adult 2d6
Old 2d8
Elder 2d10
Ancient 4d6
Wyrm 5d6
Great Wyrm 4d8

Endurance

Prerequisite(s): Dragon, Tough.

The first time the dragon is reduced to 0 hit points as a result of taking damage, it is reduced to 1 hit point instead, unless the damage was from a critical hit. Once the dragon uses this feat, it can’t do so again until it finishes a long rest.

Endure Elements

Prerequisite(s): Brass dragon.

The dragon gains the following reaction option:

Endure Elements (3/Day). When the dragon is subjected to an effect that deals acid, cold, lightning, or poison damage, it can grant itself resistance to that damage type. This resistance lasts until the end of its next turn.

Enervating Breath

Prerequisite(s): Shadow dragon (young adult or older), can’t already have Draining Breath.

A creature that fails its saving throw against the dragon’s Shadow Breath has its hit point maximum reduced by an amount equal to the damage taken. A creature whose hit point maximum is reduced to 0 dies.

This reduction lasts until the creature finishes a long rest.

Enhanced Hearing

Prerequisite(s): Purple dragon.

The dragon has blindsight with a radius equal to half the radius of its darkvision. As an action, it can place its head against the ground to listen for vibrations. It then knows the exact location of every creature that is not completely silent within 150 feet, even through walls.

Exceptional Hearing

Prerequisite(s): Red dragon.

The dragon’s blindsight radius increases by 50%.

Epic Intellect

Prerequisite(s): Dragon

The dragon gains proficiency in Intelligence saving throws.

Epic Reflexes

Prerequisite(s): Dragon, proficiency in Dexterity saving throws.

The dragon doubles its proficiency bonus on Dexterity saving throws.

Epic Strength

Prerequisite(s): Dragon

The dragon gains proficiency in Strength saving throws.

Epic Will

Prerequisite(s): Dragon, proficiency in Wisdom saving throws.

The dragon doubles its proficiency bonus on Wisdom saving throws.

Flyby

Prerequisite(s): Dragon, Mobile.

The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Fire Aura

Prerequisite(s): Red dragon (adult or older).

Each creature that begins its turn within 10 feet of the dragon or moves into that area for the first time on its turn takes 7 (2d6) fire damage.

Forest Dragon

Prerequisite(s): Green dragon.

The dragon has advantage on Dexterity (Stealth) checks made to hide in forest environments.

Foresight

Prerequisite(s): Gold dragon (ancient or older).

The dragon gains a new legendary action:

Foresight (Costs 2 Actions). The dragon glimpses the future, gaining advantage on attack rolls until the end of its next turn. Additionally, attack rolls against the dragon have disadvantage for the same duration.

Freeze

If a creature takes cold damage from the dragon, its speeds are reduced by half until the end of its next turn.

Freezing Fog

Prerequisite(s): White dragon (old or older).

The dragon gains the following action option:

  • Freezing Fog (3/Day). The dragon summons a fog cloud as if it had cast the fog cloud spell. If a creature starts its turn in the fog or moves there for the first time on its turn, each of its speeds are reduced by half. In addition, the ground beneath the fog is coated in a layer of ice (with effects as if cast with a grease spell). The dragon is immune to all of these effects.

Frostbite

A creature that takes cold damage from the dragon takes 4 (1d8) cold damage at the beginning of each of its turns until it succeeds on a DC 15 Constitution saving throw, which it can attempt at the end of each of its turns.

Frozen Demise

Prerequisite(s): White dragon (mature adult or older).

Any creature that is reduced to 0 hit points as a result of taking cold damage from the dragon is killed instantly and becomes a frozen statue until thawed.

Furious Onslaught

Prerequisite(s): Dragon, Multiattack.

The dragon gains a new action option:

Furious Onslaught. The dragon can use its Frightful Presence. It then makes a claw attack against every creature in its reach. It can also make one bite attack.

Good Cuisine

Prerequisite(s): Brown dragon; Large or larger.

If the dragon scores a critical hit with a bite attack, it bites off a part of the target (as determined by the GM). It then remarks on the taste of the creature and regains 1d10 hit points.

Golden Fire

Prerequisite(s): Gold dragon (mature adult or older).

The dragon’s attacks ignore resistance to fire damage.

When the dragon rolls fire damage, it can treat any 1 rolled on a damage die as a 2.

Hard Scales

Prerequisite(s): Dragon, Constitution 18.

Bludgeoning, piercing, and slashing damage that the dragon takes from nonmagical weapons is reduced by 2. This cannot reduce the damage below 1.

Headplate Parry

Prerequisite(s): Brass dragon.

The dragon gains the following reaction option:

Headplate Parry. The dragon adds 3 to its AC against one melee attack that would hit it. To do so, the dragon must be aware of the attacker.

Horn Attack

Prerequisite(s): Blue dragon; Multiattack.

When the dragon uses its Multiattack action option, instead of making a Bite attack, the dragon can make a Horn attack.

  • Horn. Melee Weapon Attack: bonus to hit and reach are equal to Bite attack, one target. Hit: (1d12 + Strength modifier) bludgeoning damage, plus an additional 6 (1d12) damage for each size category the dragon is above Medium. If the dragon is Huge or larger, the target must make a Constitution saving throw (save DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier) or be stunned until the end of its next turn.

Horn Parry

Prerequisite(s): Black dragon.

The dragon gains the following reaction:

  • Horn Parry. The dragon adds 3 to its AC against one melee attack that would hit it. To do so, the dragon must be aware of the attacker.

Hover

Prerequisite(s): Dragon

The dragon can fly, remaining stationary in the air, without expending movement. Additionally, if the dragon is subjected to an effect that would reduce its flying speed to 0, the dragon does not fall and instead hovers in the air. If the dragon is subjected to an effect that would otherwise cause it to fall, the dragon falls at a rate of 60 feet per round and lands on its feet without taking damage from falling.

Hypothermic Cold

The dragon’s attacks ignore resistance to cold damage. When the dragon rolls cold damage, it can treat any 1 rolled on a damage die as a 2.

Improved Spellcasting

Prerequisite(s): Dragon, Innate Spellcasting, Intelligence 15.

The highest level spell that the dragon can cast increases by one level.

Indomitable Will

Prerequisite(s): Dragon, Epic Will (green dragons ignore this requirement).

The dragon is immune to being charmed or dominated.

Infernal Blood

Prerequisite(s): Dragon, must be a dragon of evil alignment, and had extensive experience with devils.

The dragon has been touched by the hand of devils in some way, perhaps by being exposed to their magic for long periods of time, by being trapped within the Nine Hells, or even by forging a pact with an archdevil. As a result, the dragon gains resistance to fire, cold, and poison damage, and has advantage on saving throws to resist becoming poisoned.

Innate Spellcasting

Prerequisite(s): Dragon, Charisma 12.

The dragon’s innate spellcasting ability is Charisma (spell save DC = 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier; spell attack bonus = the dragon’s proficiency bonus + the dragon’s Charisma modifier). It can innately cast spells, requiring no material components.

Pick a number of spells equal to the dragon’s Charisma modifier. Follow the table below to determine how often the spells can be cast. At Will spells can be cantrips, 1st level, or 2nd level spells. 3/Day spells should be at least 1st or 2nd level, and have a maximum level equal to the dragon’s Challenge Rating divided by 4 (rounded up). 1/Day spells should be the strongest spells in the dragon’s arsenal. The highest level spell a dragon can cast is equal to its Challenge Rating divided by 3 (rounded up).

Preferred spells vary according to dragon type; general spells are provided here: absorb elements, comprehend languages, detect magic, detect thoughts, dispel magic, elemental bane, elemental weapon, enhance ability, freedom of movement, locate creature, locate object, nondetection, protection from energy, scrying, see invisibility, true seeing.

Preferred spells by dragon type are given here:

Black Dragons: acid splash, chill touch, darkness, plant growth, vampiric touch, insect plague, acid arrow, stinking cloud, circle of death, contagion, cloudkill, finger of death, harm.

Blue Dragons: lightning bolt, minor illusion, shocking grasp, thunderclap, call lightning, major image, silent image, hallucinatory terrain, project image, mirage arcane, storm of vengeance, storm sphere, control weather.

Green Dragons: friends, poison spray, suggestion, thorn whip, charm person, cloudkill, command, dominate beast, dominate person, entangle, glibness, mass suggestion, plant growth, dominate monster, wall of thorns.

Red Dragons: control flames, create bonfire, firebolt, locate object, produce flame, clairvoyance, delayed blast fireball, fireball, heat metal, immolation, scrying, wall of fire, firestorm, incendiary cloud.

White Dragons: frostbite, fog cloud, gust of wind, sleet storm, ice storm, cone of cold, investiture of ice, wall of ice, investiture of wind, control weather.

Brown Dragons: create bonfire, mold earth, heat metal, erupting earth, earthbind, wall of sand, transmute rock, move earth, earthquake.

Gray Dragons. shield, telekinesis, counterspell, globe of invulnerability.

Purple Dragons: charm person, clairvoyance, command, enthrall, hex, suggestion, clairvoyance, dominate monster, dominate person, invisibility, locate creature, mass suggestion, glibness, teleport.

Brass Dragons: control flames, firebolt, friends, minor illusion, produce flame, speak with animals, charm person, control winds, heat metal, legend lore, major illusion, suggestion, control weather, delayed blast fireball, glibness, wall of sand.

Bronze Dragons: control water, shape water, speak with animals, thunderclap, water walk, call lightning, create/destroy water, detect thoughts, fog cloud, lightning bolt, tidal wave, zone of truth, control weather, tsunami.

Copper Dragons: charm person, command, erupting earth, glibness, major image, maximilian’s earthen grasp, hideous laughter, transmute rock, silent image, suggestion, bones of the earth, flesh to stone, mass suggestion, wall of stone.

Gold Dragons: bless, daylight, guidance, light, resistance, spare the dying, arcane eye, beacon of hope, geas, heat metal, heroism, sanctuary, foresight, heal, sunburst.

Silver Dragons: control winds, frostbite, feather fall, fog cloud, legend lore, moonbeam, scrying, sleet storm, control weather, reverse gravity.

Adamantine Dragons: thunderclap, mold earth, thunderwave, darkness, earthbind, heat metal, maximilian’s earthen grasp, thunderstep, stoneskin, destructive wave.

Iron Dragons: charm person, create bonfire, enthrall, thunderclap, dominate beast, suggestion, thunderwave, dominate monster, mass suggestion.

Mithral Dragons: any, but they prefer spells from the cleric spell list.

Charisma Modifier At Will Spells 3/Day Spells 1/Day Spells +1 1 0 0 +2 1 1 0 +3 2 1 0 +4 2 1 1 +5 2 2 1 +6 3 2 1 +7 3 2 2 +8 3 3 2 +9 4 3 2

If the dragon has legendary actions, it also gains the following legendary action:

  • Innate Casting (Costs 3 Actions). The dragon casts a spell.

Ice Aura

Prerequisite(s): White dragon (old or older) or silver dragon (mature adult or older).

Each creature that begins its turn within 10 feet of the dragon or moves there for the first time on its turn takes 9 (2d8) cold damage.

Ignite

Prerequisite(s): Brass or red dragon.

When a creature or flammable object takes fire damage from the dragon’s breath weapon, it ignites. An ignited target takes 7 (2d6) fire damage at the start of each of its turn, cannot take reactions, and has disadvantage on attack rolls until it or another creature uses an action to extinguish the flames.

Inscrutable

Prerequisite(s): Green or purple dragon.

Wisdom (Perception or Insight) checks made to ascertain the dragon’s intentions or sincerity are made with disadvantage.

Inspiring Presence

Prerequisite(s): Gold dragon (old or older).

All creatures of the dragon’s choice within 30 feet of it are inspired by its presence. Whenever an inspired creature makes an attack roll or saving throw, it can add 1d4 to the roll. A creature can gain this benefit only once per turn.

Iron Scales

Prerequisite(s): Iron dragon

Bludgeoning, piercing, and slashing damage that the dragon takes from nonmagical weapons is reduced by 2. This cannot reduce the damage below 1.

This feat stacks with Hard Scales.

Iron Defense

Prerequisite(s): Iron dragon

The dragon gains the following reaction:

Iron Defense. When the dragon is hit by an attack or fails a Constitution or Dexterity saving throw, it gains a +3 bonus to its saving throw or its AC against that attack.

Iron Shroud

Prerequisite(s): Iron dragon, Iron Defense.

The dragon gains the following reaction, which replaces Iron Defense:

Iron Shroud. When the dragon is hit by an attack or fails a Constitution or Dexterity saving throw, it gains a +3 bonus to its saving throw or its AC against that attack. If the attack still hits, or if the dragon still takes damage from the effect, it gains resistance to all damage from that attack or effect.

Labyrinthine Recall

Prerequisite(s): Purple dragon.

The dragon can perfectly recall any path it has traveled.

Large and In Charge

Prerequisite(s): Dragon, size Large or larger.

The dragon can make opportunity attacks against creatures that enter its reach.

Lightning Aura

Prerequisite(s): Blue dragon (juvenile or older) or Bronze dragon (young adult or older).

Each creature that starts its turn within 10 feet of the dragon or moves there for the first time on its turn takes 5 (1d10) lightning damage. While underwater, the dragon can use an action to increase this range to 15 feet and the damage to 11 (2d10) for as long as it maintains concentration (as if concentrating on a spell), for up to one minute.

Lightning Dragon

Prerequisite(s): Bronze dragon.

The dragon has resistance to thunder damage.

Lightning Marksman

Prerequisite(s): Blue dragon.

Whenever the dragon uses its Lightning Breath, it can double the breath’s range. If the breath is modified in this way, it deals half of its usual damage.

Light Resistance

Prerequisite(s): White dragon.

The dragon has advantage on saving throws against bright lights that cause blindness, and advantage on saving throws to end that blindness. The dragon is also resistant to radiant damage.

Lightning Lure

Prerequisite(s): Iron dragon

If a creature fails its saving throw against the dragon’s Lightning Breath, the dragon can choose to pull the creature up to 10 feet closer to it.

Limited Magic Immunity

Prerequisite(s): Dragon, Spell Resistance; must be Mature Adult or older.

The dragon is immune to 1st level spells and cantrips, unless it wishes to be affected.

A dragon can take this feat multiple times, increasing its spell resistance by 1 level every time it takes the feat, to a maximum of 5th level spells.

Lithe Form

Prerequisite(s): Purple dragon.

The dragon counts as one size smaller when determining a space it could fit through without squeezing.

Luck Gem

Prerequisite(s): Gold dragon (mature adult or older).

Once per day, the dragon can use an action to touch a gem and enchant it to bring good luck. All good creatures within 10 feet of the gem receive a +1 bonus to attack and damage rolls. If the gem is held by a creature other than the dragon, only the creature holding the gem gains the benefit.

The gem remains magical for 24 hours or until it is destroyed.

Lucky

Prerequisite(s): Gold dragon.

Whenever the dragon rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. Once per day, if a creature within 60 feet of the dragon rolls a 1 on the d20 for an attack roll, ability check, or saving throw, the dragon can use its reaction to allow the creature to reroll the die. The creature must use the new roll.

Magic Resistance

Prerequisite(s): Dragon, Arcane Immunity, Intelligence 15.

The dragon has advantage on saving throws against spells and magical effects.

Magic Weaponry

Prerequisite(s): Dragon, Arcane Immunity.

The dragon’s weapon attacks are considered magical weapons for the purpose of overcoming resistances.

Manueverable

Prerequisite(s): Copper dragon; Mobile.

The dragon can take the Disengage action as a bonus action, its speeds each increase by 10 feet, and opportunity attacks against the dragon are made with disadvantage.

Maximize Breath

Prerequisite(s): Dragon, Charisma 18.

When the dragon uses its Breath Weapon, it can choose to expend all of its movement and Legendary Actions (if it has them) for that round. If it does, its Breath Weapon deals maximum damage. If the dragon uses its Breath Weapon in this way, it recharges on a 6 rather than on a 5-6.

Mind of Steel

Prerequisite(s): Green dragon; Inscrutable.

The dragon has resistance to psychic damage.

Mithral Prescience

Prerequisite(s): Mithral dragon

The dragon can use a bonus action to designate a creature within 50 feet of it. This creature takes a -2 penalty to AC against all of the dragon’s melee attacks until the dragon is incapacitated or until the dragon designates a new creature.

Mobile

Prerequisite(s): Dragon

The dragon can take the Dash action as a bonus action.

Mundane Weapon Immunity

Prerequisite(s): Dragon, Mundane Weapon Resistance, must be Ancient or older.

The dragon gains immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Mundane Weapon Resistance

Prerequisite(s): Dragon, Arcane Immunity, must be Juvenile or older.

The dragon gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Overheat

Prerequisite(s): Red dragon (mature adult or older).

The dragon’s temperature evaporates ice in its immediate vicinity, including such effects from magic or spells. As a result, the dragon is resistant to cold damage.

Painful Resonance

Prerequisite(s): Adamantine dragon

A creature that fails its saving throw against the dragon’s Thunder Breath also takes 6 (1d12) thunder damage at the beginning of each of its turns. It can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Claws

Prerequisite(s): Gray dragon (mature Adult or older).

Once per round, if the dragon hits a creature with a claw attack, it can force that creature to make a Constitution saving throw (save DC = Bite save DC). On a failed save, the target is paralyzed for 1 minute. The target can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.

Overwhelming Thunder

Prerequisite(s): Adamantine dragon (adult or older).

The dragon’s Thunder Breath automatically dispels the silence spell or any another spell or magical effect causing silence or deafness in its area.

Persistent Poison

Prerequisite(s): Green dragon (mature adult or older).

After the dragon uses its breath weapon, a cloud of gas lingers in the breath weapon’s area. A creature that starts its turn there or enters the area for the first time on its turn must succeed on a Constitution saving throw (save DC = Poison Breath save DC), or take 10 (3d6) poison damage, or half as much damage on a successful save.

The area in the cloud is lightly obscured, and the cloud lasts for 2 (1d4) rounds or until cleared by strong wind.

Poison Environment

Prerequisite(s): Green dragon (adult or older).

The dragon can, over time, poison the thorns and branches of plants in the area around its lair. Any creature that makes contact with a poisoned plant takes 2 (1d4) poison damage and must succeed on a Constitution saving throw (save DC = Poison Breath save DC) or be poisoned for 1 hour.

Poisonous Blood

Prerequisite(s): Green dragon (mature adult or older).

When the dragon has half of its hitpoints remaining or less, if a creature within 5 feet of it hits it with a weapon attack, the attacker takes 10 (3d6) poison damage.

Portent

Prerequisite(s): Mithral dragon

The dragon gains glimpses of the future. When it finishes a long rest, roll three d20s and record the numbers rolled. The dragon can replace any attack roll, saving throw, or ability check made by itself or a creature that it can see with one of these foretelling rolls. It must choose to do so before the roll, and it can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When it finishes a long rest, the dragon loses any unused foretelling rolls.

Potent Acid

Prerequisite(s): Black dragon (mature adult or older), or copper dragon (mature adult or older).

The dragon’s attacks ignore resistance to acid damage.

When the dragon rolls acid damage, it can treat any 1 rolled on a damage die as a 2.

Potent Poison

Prerequisite(s): Green dragon (mature adult or older).

The dragon’s attacks ignore resistance to poison damage.

When the dragon rolls poison damage, it can treat any 1 rolled on a damage die as a 2.

Potent Venom

Prerequisite(s): Gray dragon (mature Adult or older).

If a creature succeeds its saving throw against the dragon’s bite attack, its Constitution score is reduced by half of what it would have been reduced had the creature failed.

Primeval Lightning

Prerequisite(s): Blue dragon (mature adult or older).

The dragon’s attacks ignore resistance to lightning damage. When the dragon rolls lightning damage, it can treat any 1 rolled on a damage die as a 2. In addition, a creature in metal armor has disadvantage on saving throws to evade the dragon’s Breath Weapon.

Prophet

Prerequisite(s): Mithral dragon (ancient or older), Prophetic Defense.

The dragon has advantage on all saving throws.

Prophetic Defense

Prerequisite(s): Mithral dragon

The dragon gains the following reaction:

Prophetic Defense. When the dragon is hit by an attack, it gains a +3 bonus to its AC against that attack. If the attack misses, the dragon can then teleport up to 30 feet to an unoccupied space that it can see.

Psychic Superiority

Prerequisite(s): Purple dragon; Inscrutable.

If the dragon is subjected to an effect that would inflict the charmed, dominated, frightened, or stunned condition, or psychic damage, or is the subject of a divination spell, mindreading, or similar effect, the dragon has advantage on the saving throw against the effect. If the spell offers no saving throw, the dragon can attempt an Intelligence saving throw against the caster’s spell save DC. If the dragon succeeds, the creature of origin takes 10 (3d6) psychic damage.

Radiant Teleportation

Prerequisite(s): Mithral dragon

When the dragon uses its Teleport action, the space it previously occupied explodes with bright radiant energy. Each creature within 20 feet of that space must succeed on a Dexterity saving throw (save DC = Breath Weapon save DC) or take 18 (4d8) radiant damage. If the save fails by 5 or more, the creature is also blinded until the end of its next turn.

Recover Breath

Prerequisite(s): Dragon, Charisma 18.

The dragon’s Breath Weapon recovers on a 4-6 rather than a 5-6. If used jointly with Maximize Breath, it recharges on a 5-6 rather than on a 6.

Reflective Scales

Prerequisite(s): Dragon, Limited Magic Immunity.

If the dragon is targeted by a ranged spell attack to which it is immune, (including magic missile), roll a d6. On a 1-5, nothing happens, and the dragon is unaffected. On a 6, the spell is reflected, treating the caster as the target and the dragon as the caster as if the spell had originated from the dragon.

Rend

Prerequisite(s): Dragon, Strength 20 (White dragons ignore this requirement).

If the dragon hits a creature with two claw attacks in the same turn, the second claw attack deals double damage.

Restorative Dive

Prerequisite(s): Bronze dragon.

The dragon gains the following action option:

  • Restorative Dive (1/Day). The dragon fully submerges itself in water and regains a number of hit points equal to one fourth of its maximum hit points.

Roar

Prerequisite(s): Dragon, must be Huge or larger.

The dragon gains the Roar action option:

Roar (Rechage 5-6). The dragon unleashes a powerful roar. Each creature within 100 feet of the dragon that can hear it must make a Constitution saving throw (save DC = 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier) or take 11 (3d6) thunder damage and be stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned.

Sacred Warder

Prerequisite(s): Dragon, any good alignment, Arcane Immunity, Wisdom 14, and has to have extensive experience worshipping Bahamut.

The dragon is an avid zealot of Bahamut, and so has been gifted with the ability to protect itself from harm. The dragon gains the following action option:

  • Holy Shield (1/Day). As an action, the dragon can create a holy shield around itself that covers its body and anything it is wearing. The shield has a number of hit points equal to 10 times the dragon’s age category, and shares all of the dragon’s resistances and immunities. Any time that the dragon takes damage, the shield takes that damage instead. If the shield is reduced to 0 hit points, any remaining damage is transferred to the dragon. The shield lasts for 10 minutes or until it is reduced to 0 hit points.

Sacred Warder of Bahamut

Prerequisite(s): Dragon, Sacred Warder, Wisdom 15.

Because of the dragon’s faithfulness to Bahamut, it can extend its holy shield to protect other creatures.

When the dragon uses its Holy Shield ability, instead of protecting itself, it can choose a point on the ground or a willing creature (including itself). The shield guards an area with a 30-foot radius that moves with the designated creature. The shield blocks all incoming attacks, though it does not block attacks from inside the shield, and no creatures can enter the shield unless the dragon wills it. The shield otherwise has the same statistics as with the Sacred Warder dragon feat.

Sand Stealth

Prerequisite(s): Brown dragon.

As an action, the dragon can bury itself in sand. The dragon is then undetectable without magical means or a DC 30 Wisdom (Perception) check. While buried in this way, the dragon’s tremorsense range doubles.

Sandstorm

Prerequisite(s): Brown dragon (mature adult or older).

The dragon gains the following action option:

  • Sandstorm 3/Day. The dragon creates a thick sandstorm 40 feet wide centered on itself. All creatures in the area aside from the dragon must make a Dexterity saving throw (save DC = Sand Breath save DC) or take 22 (4d10) piercing damage, or half as much damage on a successful save.

Ranged attacks made into the sandstorm are rolled with disadvantage. The sandstorm’s area is heavily obscured and subsides at the end of the dragon’s next turn.

Savage Nature

Prerequisite(s): White dragon (juvenile or older).

The dragon rolls critical hits on rolls of 19 and 20 on the d20. Once per turn, it may reroll a damage die and take either total.

Scary

Prerequisite(s): Dragon, Frightful Presence.

The dragon has advantage on Intimidation checks, and it gains a +2 bonus to the save DC of its Frightful Presence.

Scholar

Prerequisite(s): Silver dragon.

The dragon can double its proficiency bonus on Intelligence (History and Investigation) and Wisdom (Insight) checks.

Scorching Flames

Prerequisite(s): Red dragon (mature adult or older).

The dragon’s attacks ignore resistance to fire damage.

When the dragon rolls fire damage, it can treat any 1 rolled on a damage die as a 2.

Shadow Aura

Prerequisite(s): Shadow dragon (Mature adult or older).

The dragon exudes an aura of darkness. While in bright light, the dragon’s presence darkens that light to dim light in a 30-foot radius. While in dim light, the dragon’s presence darkens that light to darkness in a 30-foot radius.

This ability does not function while the dragon is in direct sunlight.

Shadow Blend

Prerequisite(s): Shadow dragon (Very young or older).

The dragon gains the following action option:

  • Shadow Blend. If the dragon is in dim light or darkness, it blends into the shadows. This effectively makes the dragon invisible. When the dragon is no longer in dim light or darkness, or if it attacks or casts a spell, the invisibility ends.

Shadow Jump

Prerequisite(s): Shadow dragon (Young adult or older).

When the dragon is in dim light or darkness, it can use a bonus action to teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee weapon attack it makes before the end of its turn.

Shadow Meld

Prerequisite(s): Shadow dragon (adult or older), Shadow Blend.

When the dragon uses its Shadow Blend ability, the shadows containing the dragon become magical darkness (as with the darkness spell), and it cannot be forced out of the shadows by illumination, including magical light such as a light or continual flame spell. A daylight spell does dispel this ability.

Sharp Scales

Prerequisite(s): Gray dragon (very Young or older).

At the beginning of each of the dragon’s turns, any creatures grappling the dragon, or grappled by the dragon, take slashing damage according to the dragon’s size, as given in the following table.

Sharp Scales Damage
Dragon Size Damage (Slashing)
Small 1d4
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 1d10
Colossal 1d12

Seige Monster

Prerequisite(s): Dragon, size Huge or larger, Strength 25.

The dragon deals double damage to objects and buildings.

Shape Breath

Prerequisite(s): Dragon, Charisma 15.

If the dragon’s breath weapon is cone-shaped, it can instead change the shape to a line that is 5 feet wide and double its range. If the dragon’s breath weapon is line-shaped, it can instead change the shape to a cone and halve its range.

Shockwave

Prerequisite(s): Dragon, size Large or larger.

The dragon gains the Shockwave action option:

  • Shockwave. The dragon slams its tail down on a solid surface to create a circular shockwave with a radius equal to 15 times the number of size categories the dragon is above Medium. All creatures in that area, aside from the dragon, must succeed on a Strength saving throw against the dragon’s Strength Check. On a failed save, the creature is knocked prone; if the creature is concentrating, it also loses concentration.

If the dragon has legendary actions, it also gains the following legendary action:

  • Shockwave (Costs 2 Actions). The dragon makes a Shockwave attack.

Silent Walk

Prerequisite(s): Dragon

The dragon can walk silently if it moves no more than half of its speed on its turn. If it does so, it has advantage on Dexterity (Stealth) checks until the start of its next turn.

Silver Tongue

Prerequisite(s): Green dragon (mature adult or older), Smooth Talker.

When the dragon makes any Charisma ability check, the dragon can choose to treat the number it rolled as if it were a 20. The dragon can use this ability only once per day.

Sky Camouflage

Prerequisite(s): Blue or gray dragon.

The dragon can use the Hide action when it is flying at a higher altitude than those it is hiding from, even if there is nowhere to hide.

Sky Superiority

Prerequisite(s): Gray dragon

If the dragon is flying, other flying creatures have disadvantage on melee weapon attacks against it.

Smokescreen

Prerequisite(s): Red dragon.

The dragon gains the following Breath Weapon option:

  • Smokescreen. The dragon exhales a cloud of black smoke, with the same range and shape as its Fire Breath. The smoke spreads around corners, and its area is heavily obscured. All creatures in that area must succeed on a Constitution saving throw (save DC = Fire Breath save DC) or be blinded for one minute. A creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature that starts its turn in the smoke or enters that area for the first time on its turn takes 7 (2d6) fire damage, and must make a Constitution saving throw (same DC as above). On a failed save, the creature’s speed is reduced by half, and it spends its action that turn choking as the smoke overwhelms its lungs. Creatures that do not need to breathe air automatically succeed the save.

The smoke lasts until the dragon uses its Breath Weapon again or until it is cleared with a strong wind. The dragon is immune to all of these effects.

Smooth Talker

Prerequisite(s): Brass or green dragon.

The dragon can add double its proficiency bonus to Deception and Persuasion ability checks.

Snatch

Prerequisite(s): Dragon

When the dragon hits with a claw or bite attack, instead of dealing damage, it can choose to grapple the target, as long as it is a creature that is two or more sizes smaller than the dragon. Handle the grapple as any other. The dragon can grapple a total of 3 creatures simultaneously; one in each front claw, and one in its jaws.

Spell Resistance

Prerequisite(s): Dragon, Magic Resistance.

The dragon gains resistance to all damage from spells.

Stealthy

Prerequisite(s): Dragon

The dragon gains double its proficiency bonus on Dexterity (Stealth) checks.

Strafing

Prerequisite(s): Dragon

If the dragon is flying when it uses its breath weapon, it can add the area directly underneath its travel (since the start of its turn) to the area of the breath weapon.

Sneak Attack

Prerequisite(s): Iron or brown dragon

The dragon automatically scores a critical hit if the attack roll would hit and it has advantage on the attack. This ability can be used only once per round.

Snow Dragon

Prerequisite(s): White dragon.

The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.

Sound Imitation

Prerequisite(s): Blue dragon (juvenile or older).

The dragon can mimic any sound or voice that it has heard, any time it likes. To discern the ruse, a creature can attempt a Wisdom (Insight) check contested by the dragon’s Charisma (Deception) check. If the creature wins the contest, it learns that the sound is false, but doesn’t learn its source.

Spider Climb

Prerequisite(s): Copper dragon.

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

Stone Camouflage

Prerequisite(s): Gray dragon

The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky or mountainous terrain.

Stone Dragon

Prerequisite(s): Copper dragon.

The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky or mountainous terrain.

Stone’s Embrace

Prerequisite(s): Gray dragon; Paralyzing Claws.

The dragon gains the following action option:

  • Stone’s Embrace (Recharge 6). The dragon attempts to petrify all of its paralyzed victims. Each paralyzed creature within 30 feet of the dragon must make a Constitution saving throw (save DC = Bite save DC). On a failed save, a creature begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target, and it is no longer paralyzed. On a failure, the target is petrified until freed by the greater restoration spell or similar magic.

Storm Dragon

Prerequisite(s): Blue dragon.

The dragon can fly normally even in storm-strength winds. In addition, its vision is not obscured by precipitation, and it ignores cover granted by rain. The dragon also gains resistance to thunder damage.

Stunning Lightning

Prerequisite(s): Blue dragon; Primeval Lightning.

A creature who fails its saving throw against the dragon’s Breath Weapon is also stunned until the end of the dragon’s next turn.

Stunning Resonance

Prerequisite(s): Adamantine dragon

A creature that fails its saving throw against the dragon’s Thunder Breath is also stunned until the the end of its next turn.

Summon Djinni

Prerequisite(s): Brass dragon (ancient or older).

The dragon gains the following action option:

  • Summon Djinni (1/Day). The dragon magically summons a djinni friendly to it. The djinni acts on its own initiative.

Supercharged Lightning

Prerequisite(s): Bronze dragon (mature adult or older).

The dragon’s attacks ignore resistance to lightning damage. When the dragon rolls lightning damage, it can treat any 1 rolled on a damage die as a 2.

Superior Charming

Prerequisite(s): Iron dragon

The duration of the dragon’s charm effect from its Charming Breath increases to 24 hours for a number of creatures equal to its Charisma modifier.

Sure-Footed

Prerequisite(s): Iron dragon

The dragon has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move the dragon against its will.

Swamp Dragon

Prerequisite(s): Black dragon.

The dragon ignores cover granted by water, and has advantage on Dexterity (Stealth) checks to hide while submerged.

Sweeping Claws

Prerequisite(s): Dragon

When the dragon hits with a claw attack, it can choose another creature within 5 feet of the original target and within its reach. If the original attack roll would hit the second creature, that creature takes the same damage as the original target.

Swift

Prerequisite(s): Dragon

Each of the dragon’s speeds increases by 25%.

Tail Sweep

Prerequisite(s): Dragon, Tail attack.

The dragon gains the Tail Sweep action option:

  • Tail Sweep. The dragon swings its tail in a cone (range of Tail attack), targeting all creatures in the cone. The dragon makes a single attack roll, and uses that roll for all creatures in the area (attack modifier and damage are equal to Tail attack). If a creature is hit and is at least one size category smaller than the dragon, it must succeed on a Strength or Dexterity saving throw (creature’s choice, save DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier) or be pushed 15 feet away from the dragon and knocked prone, in addition to taking damage.

If the dragon has legendary actions, it also gains the following legendary action:

  • Tail Sweep (Costs 2 Actions). The dragon makes a tail sweep attack.

Tempest Breath

Prerequisite(s): Dragon, size Large or larger.

The dragon can channel the force of a windstorm into its breath.

Whenever the dragon uses its Breath Weapon, each creature that fails the saving throw is also knocked prone, in addition to any other effects. The creature is also pushed away from the dragon, and the distance pushed is determined by the dragon’s size. If the creature moves 10 feet or more before hitting a wall or other obstacle, it takes 1d6 bludgeoning damage for every 10 feet it traveled.

Tempest Breath Push Distance
Dragon Size Push Distance
Large 5 feet
Huge 10 feet
Gargantuan 15 feet
Colossal 20 feet

Terrifying Presence

Prerequisite(s): Dragon, Frightful Presence.

When the dragon uses its Frightful Presence ability, creatures with immunity to being frightened have advantage instead, and creatures normally with advantage (or resistance) do not have advantage. Otherwise a creature has disadvantage on the initial saving throw.

Thunder Breath

Prerequisite(s): Blue dragon (mature adult or older).

The dragon gains the following action option:

  • Thunder Breath (1/Day). The dragon calls upon the powers of the storm to unleash a monstrous roar that shakes the foundations of the world. All creatures within the range must make a Constitution saving throw (save DC = Lightning Breath save DC), taking thunder damage on a failed save, or half as much damage on a successful one. A creature who fails the save is also stunned until the end of its next turn.

The range and damage are given in the following table.

Thunder Breath
Range (radius) Damage
Mature Adult 80 feet 77 (14d10)
Old 100 feet 88 (16d10)
Elder 120 feet 93 (17d10)
Ancient 140 feet 99 (18d10)
Wyrm 170 feet 104 (19d10)
Great Wyrm 200 feet 110 (20d10)

Time Stop

Prerequisite(s): Mithral dragon (mature adult or older).

The dragon gains the following action option:

  • Time Stop (1/Day). The dragon innately casts the spell time stop without expending a spell slot or any innate casting uses.

Torch

Prerequisite(s): Red dragon (adult or older.

When the dragon uses its Fire Breath, the Breath Weapon’s area becomes engulfed in flames for 3 (1d6) rounds. If a creature starts its turn in the engulfed area or enters the area for the first time on its turn, it takes 7 (2d6) fire damage.

Tough

Prerequisite(s): Dragon

The dragon gains a number of hit points equal to 2 times its number of hit dice.

Whenever the dragon gains hit dice (as a result of taking class levels or of aging), its hit point maximum increases by 2 for every hit die it gained.

Trickster

Prerequisite(s): Copper dragon.

The dragon can add double its proficiency bonus to Charisma (Deception) and Wisdom (Insight) ability checks.

Trip

Prerequisite(s): Gray dragon

Once per turn, when the dragon hits with a Claw or a Tail attack, it can force the target to make a Strength saving throw (DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier). If the target fails, it is knocked prone.

Umbra

Prerequisite(s): Shadow dragon (ancient or older), Shadow Meld.

The dragon gains the following action option:

  • Umbra (1/Day). The dragon can call forth an impenetrable magical darkness. The darkness is centered on the dragon, has a radius of 100 feet, and lasts for 1 hour. All normal and magical light sources are negated while within this area.

Creatures within the darkness have advantage on Dexterity (Stealth) checks to hide, and can attempt to hide even if directly observed.

The dragon can see perfectly through the darkness and knows the exact location of all creatures within its area. In addition, while the dragon is within the darkness, it is considered invisible as if under the effects of a greater invisibility spell.

Underdark Explorer

Prerequisite(s): Purple Dragon, Labyrinthine Recall.

The dragon has advantage on Wisdom (Survival) checks made to navigate underground.

Unstoppable

Prerequisite(s): Dragon, Arcane Immunity.

If the dragon is subjected to an effect that would inflict the restrained or stunned condition, it instead loses its next use (one action) of its legendary actions and its speed is reduced by half for the duration of the spell or effect. The loss of legendary actions is cumulative, but the loss of speed is not.

Veil

Prerequisite(s): Blue dragon (ancient or older).

The dragon gains the following action option:

  • Veil (1/Day). The dragon casts seeming, but it can target each creature within its lair that it is aware of. The dragon can perfectly replicate specific creatures and objects that it has seen. The effects are otherwise identical to the spell’s description.

Ventriloquism

Prerequisite(s): Blue dragon (adult or older).

The dragon can “throw” its voice (or any other sound it makes) to make it sound like it is coming from a point or creature of its choice that it can see within 120 feet of it. A creature who succeeds on a Wisdom (Insight) check against the dragon’s Charisma (Deception) check recognizes it as illusory, but doesn’t discern the sound’s true source.

Vile Resolve

Prerequisite(s): Black dragon.

The dragon can add double its proficiency bonus on saving throws against being charmed, dominated, or frightened.

Viscous Acid

Prerequisite(s): Black dragon.

If a creature takes damage from the dragon’s Breath Weapon, acid sticks to the creature’s armor and flesh. At the beginning of each of its turns, the creature takes 9 (2d8) acid damage until it or another creature takes an action to either clean off or neutralize the acid.

War Dragon

Prerequisite(s): Bronze dragon; Multiattack.

The dragon can make an additional claw attack as a part of its Multiattack action.

Wingstorm

Prerequisite(s): Dragon, Hover, size Large or larger.

The dragon can use its action to hover in place and beat its wings to stir up storm-strength winds in a cylinder with a height and width equal to 10 feet times the numeric equivalent of the dragon’s age category. The dragon is in the center of this cylinder. For as long as the dragon maintains the wingstorm, the following effects occur:

Any creature (aside from the dragon) that starts its turn in the cylinder or enters that area for the first time on its turn must succeed on a Dexterity saving throw (Save DC = 8 + the dragon’s proficiency bonus + the dragon’s Strength modifier) or be knocked prone and pushed away from the dragon. The distance pushed is determined by the dragon’s size, as given in the table. If the creature moves 10 feet or more before hitting a wall or other obstacle, it takes 1d6 bludgeoning damage for every 10 feet traveled.

A creature that attempts to move closer to the dragon through the cylinder must succeed on a Strength check against the same DC as above or be unable to move closer to the dragon on that turn. On a success, the creature’s movement speed is halved if it moves toward the dragon.

Ranged attacks made within or aimed into the cylinder are rolled with disadvantage. If the dragon is Gargantuan or larger, ranged weapon attacks made within or aimed into the cylinder automatically miss, but ranged spell attacks are still rolled with disadvantage.

If the dragon expends movement, or if it uses its action to do anything other than maintain the wingstorm, or if it is knocked prone or incapacitated, then the wingstorm and all of its effects immediately end. It can otherwise take Legendary Actions as normal.

Wingstorm Push Distance
Dragon Size Push Distance
Large 0 feet
Huge 5 feet
Gargantuan 10 feet
Colossal 15 feet

Wounded Roar

Prerequisite(s): Adamantine dragon

The first time the dragon has less than half of its maximum hit points remaining, it roars. Each creature within 60 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 19 (3d12) thunder damage.

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