Dragons have been hunted nearly to extinction, but they are a race of survivors. Deep in the wilderness, the few surviving dragons of the world make their nests. Other, more venerable specimens have learned the value of keeping a low profile, so they live among humans and keep their draconic personas to themselves.

More than any other creature, dragons are the symbol of all that is the Dungeons and Dragons game. From the savage white to the magestic gold, dragons represent the greatest perils adventurers face at any point in their careers, as well as the greatest rewards they may hope to claim. From the (relatively) tiny wrymling to the colossal great wyrm, dragons are the ultimate climactic encounter: a brutal and memorable fight that will pay off in riches from the dragon’s hoard.

Dragons don’t have to be relegated to just NPCs. Campaigns in Cambria have always had dragon player characters, and with great success – the key is balance (and a game style that doesn’t revolve around individual player statistics). Playable dragons begin as juvenile dragons and have the following features:

Ability Score Increase. Your Strength and Intelligence scores each increase by 2, and your Constitution score increases by 1.

Age. Juvenile dragons are between 25 and 50 years old and have the maturity of a young adult human. Dragons do not have an “old age” gene and can technically live forever.

Alignment. Like all creatures in Cambria, race has nothing to do with alignment.

Size. Your size is Large.

Languages. You can read, write, and speak Oerid (Common) and Iokharic (Draconic).

Blindsight. Your heightened senses allow you to perceive your surroundings without relying on sight, within 10 feet.

Darkvision. You have superior vision in dark and dim conditions. 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 can’t discern colour in darkness, only shades of gray.

Change Shape. As an action, you magically polymorph into a humanoid or beast that you have spent at least 10 minutes studying, or back into your true form. You revert to your true form if you die. Any equipment you are wearing or carrying is not transformed. You assume the features and movement of the new form, but your stats remain the same. Any form you change into can be no larger than your true form.

Breath Weapon. Dragons in Cambria all breathe fire in a 30 foot line that deals 6d6 fire damage. Your breath weapon has a Dexterity Saving Throw DC of 10 + your total level, dealing full damage on a failed save and half damage on a successful one. Your breath weapon must recharge after each use: On your next turn roll 1d6. On a natural roll of 5 or 6, your weapon is recharged.

Damage Immunity. Dragons have immunity to fire.

Flight. Dragons can fly in their true form. You have a flight speed of 60 feet.

Amphibious. Bronze, Black, Gold and Green dragons are amphibious. You have a swim speed of 30 feet in your true form and can breathe air and water.

Burrow. White, Brass, and Blue dragons are exceptional diggers. You have a burrow speed of 30 feet in your true form.

Bite. In their natural forms, dragons possess a bite attack. This bite is a natural weapon with which they are proficient, and deals 1d10 piercing damage.

Claws. In their natural forms, dragons possess sharp claws with which they can make attacks. A dragon’s claws are natural weapons with which they are proficient, and deal 2d6 slashing damage.

Tail. In their natural forms, dragons have a powerful, muscular tail with which they can make attacks. A dragon’s tail is a natural weapon with which they are proficient, and deals 1d8 bludgeoning damage.

Natural Armour. Your base armour class (AC) is 15 before any applicable modifiers.

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