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Page 1: Creature Cohorts: Metallic Dragons - GM Binder...Dragons are often spoken of due to their legendary feats, but as a copper dragon you are just as likely to be known for your peerless

Creature Cohorts:Creature Cohorts:Creature Cohorts:Creature Cohorts:Creature Cohorts:Metallic DragonsMetallic DragonsMetallic DragonsMetallic DragonsMetallic Dragons

Page 2: Creature Cohorts: Metallic Dragons - GM Binder...Dragons are often spoken of due to their legendary feats, but as a copper dragon you are just as likely to be known for your peerless

Metallic Dragon Cohorts

T

wo of the baron's guards leaned heavilyagainst their spears, the rain soaking theirhide armor. The men looked like oversizeddogs as they shooed away a handful ofstray cats, flailing at the creatures with iron-toed boots.

"Not worth it. I don't even care whatwe're being paid anymore. That drake isn't worth holdingonto in this sorry place."

The second guard shook his head. "It's a dragon, friend.You know what they say. When a gold dragon revealsitself, empires find themselves wantin' for more men." Theman glared at one of the cats, and it stared back frombehind a veil of heavy rain.

"That true when they're the size of a pony, though? Idon't think our friend in the stables is gonna' overthrowour lord now, is he?"

"Not alone," said a third voice. The men turned andgasped. They were no longer surrounded by kittens, but byseveral large, scaled creatures, each of whom toweredover them.

"The stables are... which way, exactly?" asked one of thedragons, leaning so close as to feel the guards' panickedbreaths. The creature was sheathed in bronze, and its eyeswere spheres of molten iron.

art by Rod Mendezcover art by Marina Kleyman

What is a Cohort?In short, a creature cohort is a monster, perhaps from theMonster Manual that has been converted into its own raceand associated class (which are designed to be takentogether). You create a cohort much like making acharacter, following the same rules in the Player'sHandbook. One difference, though, is that cohorts typicallydon't pick a character background unless the monster inquestion had a prior profession.

Cohorts are designed to be flexible, so that DMs can dosome of the following:

DMs can use a cohort in place of the normal "Sidekick"rules from Tasha's Cauldron of Everything, allowing aniconic monster to act as a friendly NPC or even as aparty memberA cohort can be used as a monster that levels with theparty (as a recurring enemy or rival, for instance)Cohorts can act as more powerful familiars, or assubstitutes for animal companions (or similar classabilities)

Note: despite being mentioned above, you do not needto own Tasha's Cauldron of Everything to use cohorts.

Keep in mind that as of the time of this writing, creaturecohorts are not designed for multiclassing nor balancedfor such.

Metallic Dragon RacialFeaturesAs the progeny of Bahamut, you have the following racialfeatures. Subraces for the five types of metallic dragons(Brass, Bronze, Copper, Gold and Silver) are also describedbelow. Ability Score Increase. Your Constitution scoreincreases by 2, and your Charisma score increases by 1. Age. A dragon wyrmling is capable of defending itselfpractically from the moment it hatches. Dragons havelifespans measured in centuries, with ancient dragonsliving to be over a thousand years old. Alignment. Metallic dragons are the kindred of Bahamut,the god of good-aligned dragons. As such, metallicdragons lean (from a cultural level) towards helping the'smallfolk' of the world such as humans, elves, dwarvesand their compatriots. Brass dragons love to learn aboutthe world through conversation, and so they tend to enjoymeeting new people and learning their stories. Bronze andGold dragons are more likely to actively seek out evils tofight, while Copper and Silver dragons are usuallymotivated by the company they keep, and in creating asafe haven for others to live in.

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Size. Even a wyrmling dragon has enough size and massto be counted as a Medium-sized creature (even if onlybarely). A wyrmling has a body length of about four to fivefeet. An average-sized wyrmling is a little over three feet atshoulder height. Speed. Your base movement speed is 30 feet. Eventuallyyou will learn to fly as well. Darkvision. A dragon's eyes are well adapted to seeing indim and dark conditions. You can see in dim light within 60feet of you as if it were bright light, and in darkness as if itwere dim light. You can't discern color in darkness, onlyshades of gray.Dragonscale Defense. When in dragon form, you areunable to wear armor of any kind or use shields. However,as a dragon you are far from vulnerable. When in dragonform, you have a natural armor class of 13 + yourConstitution modifier.Draconic Nature. You count as a dragon for thepurposes of spells and effects.Tooth and Nail. Your teeth and claws are strong enoughto match the weapons used by the humanoid races of theworld. You have a bite attack that deals piercing damageequal to 1d8 plus your Strength modifier on a hit and hasthe heavy property. You also have two claws that dealslashing damage equal to 1d6 plus your Strength modifieron a hit. Once on each of your turns when you attack witha claw using the Attack action, you can make oneadditional claw attack as part of the same action. Your biteand claws count as natural weapons.

When in Dragon form, you are unable to use weaponsunless they are specifically crafted for dragons. Your clawsare able to manipulate objects to some degree, but theyare ill suited for handling most humanoid-sized weapons.Languages. You can speak, read and write Common andDraconic.

Brass DragonAs a brass dragon, you are accustomed to the harshnature of the desert, being able to withstand heat morereadily than other creatures. Also, your kind has an innateurge to learn from others, and so you quickly learn toadapt in conversations to suit the betterment of you andyour allies. Your body of worldly knowledge is second tonone. Boldly Talkative. You are proficient in the History andPersuasion skills. Born of Blistering Heat. You have resistance against firedamage.

Bronze DragonBronze dragons are known to thrive amongst the seas andbeaches, and are undeterred by the fury of the storms thatroil above them. In times of war, bronze dragons likeyourself are said to be amongst the vanguard in everybattle against evil, whether in the guise of humanoids or intheir full, chrome-scaled glory.Dragons of the Coast. You can breathe air and water. Disciples of War. Starting at 6th level, you gainproficiency in heavy armor as well as martial weaponswhen in humanoid form.Of the Storm. You have resistance to lightning damage.

Copper DragonDragons are often spoken of due to their legendary feats,but as a copper dragon you are just as likely to be knownfor your peerless wit. Residing in their hilltop havens,copper dragons have a humorous (and some would say,chaotic) streak about them that is perhaps unusual indragon society. It may be poetic that they resist causticacids as readily as noxious humor. Cautious and Crafty. You are proficient in the Deceptionand Performance skills.Like Oil on Water. You have resistance to acid damage.

Gold DragonAll dragons are known for their considerable insight intothe world and its workings. Even they have their mentorsand leaders, though, and gold dragons are seen as thefinest examples of their kind. Gold dragons are describedas enigmatic beings who travel the world and study itsinnermost secrets while keeping their true identitieshidden. Only in the face of disaster do gold dragonsemerge... and when they do so, tyrants fall in their wake.Mentor to Dragonkind. You are proficient in thePersuasion skill.Amphibious. You can breathe air and water.Gold Dragon's Hide. You have resistance to fire damage.

Silver DragonAs a silver dragon, you are more likely than other metallicdragons to spend much (or most) of your time in ahumanoid form. Silver dragons are known for theirfascination with the shorter-lived races of the world,especially humans. Such dragons generally live within ahumanoid society as long-lived protectors of thecommonfolk. In that capacity, they often use the combinedresearch of the small races to add to their alreadyformidable knowledge of all things arcane.Sages of the Skies. You are proficient in the Arcana skill.Protectors of the Smallfolk. Starting at 6th level, yougain proficiency in martial weapons when in humanoidform.Rime-hardened Scales. You have resistance to colddamage.

New Class: The MetallicDragon

Class FeaturesAs a metallic dragon, you gain the following class features.

Hit PointsHit Dice: 1d10 per dragon levelHit Points at 1st Level: 10 + your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) plus your

Constitution modifier per dragon level after 1st.

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ProficienciesArmor: noneWeapons: noneTools: none

Saving Throws: Constitution, CharismaSkills: choose two from Arcana, Athletics, History,

Intimidation, Perception, Persuasion and Survival.

EquipmentYou start with the following equipment, in addition to anyequipment granted by your background:

(a) an explorer's pack or (b) a scholar's packa nail file and 50 gold

Weapons of BirthrightAt 1st level, you gain the natural weapons of a truemetallic dragon (unless you are already a member of themetallic dragon race).

You have a bite attack that deals piercing damage equalto 1d8 plus your Strength modifier on a hit. You also havetwo claws that deal slashing damage equal to 1d6 plusyour Strength modifier on a hit. Once on each of yourturns when you attack with a claw using the Attack action,you can make one additional claw attack as part of thesame action. Your bite and claws count as naturalweapons.

In addition, your natural weapons become stronger asyou gain metallic dragon levels. Your bite and claws havetheir damage die size increase at the indicated levels:

At 6th level, your bite damage die becomes 1d12, andyour claw damage die becomes 1d8.

At 11th level, your bite damage die becomes 2d8, andyour claw damage die becomes 1d10.

art by Todd Lockwoodcopyright Wizards of the Coast

The Metallic Dragon

LevelProficiency

Bonus Features

BreathWeapon

Die1st +2 Weapons of Birthright —2nd +2 Elemental Breath Weapon 23rd +2 Bloodline Ability, Flight 24th +2 Ability Score Improvement 35th +3 Extra Attack 3

6th +3 Change Shape, EldritchBones 4

7th +3Secondary BreathWeapon, Size Increase(Large)

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8th +3 Ability Score Improvement 59th +4 Draconix Arcana 6

10th +4 Bloodline Ability, SuperiorMovement 7

11th +4 Breath Weapon Mastery,Weapons of Fury 7

12th +4 Ability Score Improvement 8

13th +5 Frightful Presence, Half-Dragon Form 8

14th +5 Wing Attack 915th +5 Superior Knowledge 1016th +5 Ability Score Improvement 1017th +6 Improved Draconix Arcana 1118th +6 Bloodline Ability 1219th +6 Ability Score Improvement 1220th +6 Herald of Bahamut 13

.

Elemental Breath WeaponStarting at 2nd level, you can use an action during yourturn to exhale raw elemental energy. The breath weaponsave DC is calculated as follows:

Breath Weapon DC = 8 + your proficiency bonus +

your Constitution modifier

Breath weapons deal damage to enemies that fail aDexterity saving throw against your breath weapon saveDC. Creatures take half damage on a successful save. Thedamage of your breath weapon and the area affecteddepends on your bloodline:

Brass. You deal 1d8 fire damage per breath weapon diein a 30-foot line that is 5 feet wide.

Bronze. You deal 1d8 lightning damage per breathweapon die in a 30-foot line that is 5 feet wide.

Copper. You deal 1d8 acid damage per breath weapondie in a 30-foot line that is 5 feet wide.

Gold. You exhale fire in a 15-foot cone, dealing 1d6 firedamage per breath weapon die.

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.Silver. You exhale cold in a 15-foot cone, dealing 1d6

cold damage per breath weapon die.Once you use your breath weapon, you must wait 1d6

minutes before using it again. The number of breathweapon die changes as you gain metallic dragon levels, asshown in the Breath Weapon Die column of the MetallicDragon table.

Bloodline AbilitiesEach breed of metallic dragon learns to draw upon thepowers unique to its lineage. Starting at 3rd level, you gainextra abilities based on your draconic bloodline (typicallybased on a dragon's subrace). Metallic dragon bloodlinesare detailed at the end of this class description.

FlightAt 3rd level, your wings have grown strong enough toallow for short bursts of flight. You gain a fly speed of 40feet. If you are still in the air at the end of your turn, youfall unless you are suspended in the air by other means, orare resting on a surface that can bear your weight.

You fly at only half the normal speed if you carry weightthat exceeds two-thirds of your maximum carryingcapacity. You cannot fly at all if you carry weight thatexceeds your carrying capacity.

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores of yourchoice by 1. As normal, you can't increase an ability scoreabove 20 using this feature.

Extra AttackAt 5th level, you may attack twice, rather than once, whenusing the Attack action. In dragon form, you can change upyour attacks between natural weapons freely.

Change ShapeStarting at 6th level, you gain the magical ability to take ona variety of forms. As an action during your turn, youmagically polymorph into a humanoid or beast that has achallenge rating equal to or less than your dragon leveldivided by 3, rounded down, or back into your true form.You revert to your true form if you die. Any equipment youare wearing or carrying is absorbed or borne by the newform (your choice).

In a new form, you retain your alignment, current andmaximum hit points, Hit Dice, ability to speak,proficiencies, and Intelligence, Wisdom, and Charismascores, as well as this action. Your statistics andcapabilities are otherwise replaced by those of the newform, except any class features or legendary actions ofthat form. You also do not gain the spellcasting feature forany form you take.

In humanoid form you gain proficiency with light andmedium armor, shields and simple weapons. You mayremain in a humanoid or beast form until you use thisability again.

Eldritch BonesStarting at 6th level, your natural weapon attacks count asmagical for the purpose of overcoming resistance andimmunity to nonmagical attacks and damage.

Secondary Breath WeaponAt 7th level, you gain a second, non-lethal breath weaponbased on your bloodline. When using your elementalbreath weapon ability, you can instead use one of thefollowing effects:

Brass. You exhale sleep gas in a 60-foot cone. Eachcreature in that area must succeed on a Constitutionsaving throw against your breath weapon save DC or fallunconscious for 5 minutes. This effect ends for a creatureif the creature takes damage or someone uses an action towake it.

Bronze. You exhale repulsion energy in a 30-foot cone.Each creature in that area must succeed on a Strengthsaving throw against your breath weapon save DC. On afailed save, the creature is pushed 30 feet away from you.

art by Jana Souflova

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.

art by Claudio Pozas.Copper. You exhale gas in a 60-foot cone. Each creature

in that area must succeed on a Constitution saving throwagainst your breath weapon save DC. On a failed save, thecreature can't use reactions, its speed is halved, and itcan't make more than one attack on its turn. In addition,the creature can use either an action or a bonus action onits turn, but not both. These effects last for 1 minute. Thecreature can repeat the saving throw at the end of each ofits turns, ending the effect on itself with a successful save.

Gold. You exhale gas in a 60-foot cone. Each creature inthat area must succeed on a Strength saving throw againstyour breath weapon save DC or have disadvantage onStrength-based attack rolls, Strength checks, and Strengthsaving throws for 1 minute. A creature can repeat thesaving throw at the end of each of its turns, ending theeffect on itself on a success.

Silver. You exhale paralyzing gas in a 60-foot cone. Eachcreature in that area must succeed on a Constitutionsaving throw or be paralyzed for 1 minute. A creature canrepeat the saving throw at the end of each of its turns,ending the effect on itself on a success.

Size Increase (Large)At 7th level, you have grown beyond the limitations of yourwyrmling form, and are now a Large-sized creature. Youno longer fall to the ground at the end of your turn whileflying. In effect, you can remain flying for as long as you donot tire. Your elemental breath weapon now also affects alarger area, depending on your bloodline:.

Brass. 60-foot line, 5 feet wide.Bronze. 60-foot line, 5 feet wide.Copper. 60-foot line, 5 feet wide.

Gold. 30-foot cone.Silver. 30-foot cone.

Draconix ArcanaMagic flows in your blood, and now this manifests itself inwhichever way you see fit. At 9th level, you learn a single1st, 2nd, and 3rd level spell from any class spell list. Thespells you choose do not have to be from the same classspell list. Charisma is your spellcasting ability for thesespells, and your spellcasting save DC is calculated asfollows:

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

You may cast each of these spells once, and do not needmaterial components to cast them. You may cast yourDraconix Arcana spells when in any form capable ofcasting spells (such as dragon or humanoid forms).

You recover any expended spells upon completion of along rest.

At 17th level, you learn two new spells through thisability, also from any class spell list. One of these chosenspells must be a 4th-level spell. The second spell must be a5th-level spell.

Superior MovementYour stature and wingspan have grown to such an extentthat you can more easily outrun (or outfly) your enemiesas well as allies. At 10th level, your base movement speedbecomes 40 feet. Your fly speed is also improved to 80feet.

Weapons of FuryAt 11th level, you gain the ability to attack enemies a shortdistance away with your tail. Your tail attack dealsbludgeoning damage equal to 1d12 plus your Strengthmodifier and has the reach property.

In addition, you can roll an extra 2d6 damage on a hitwhenever you critically hit an enemy with a melee weapon,a ranged weapon or a cantrip (regardless of your form).This damage is the same damage type as your elementalbreath weapon.

Breath Weapon MasteryBy the time you reach 11th level, you learn to use yourelemental breath weapon to maximum effect. Yourelemental breath weapons now affect the following area,based on your bloodline:

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.Brass. 90-foot line, 10 feet wide.Bronze. 120-foot line, 10 feet wide.Copper. 90-foot line, 10 feet wide.Gold. 60-foot cone.Silver. 60-foot cone.In addition, your support breath weapon's range now

extends an additional 30 feet (to a 60-foot range for thebronze dragon, and 90 feet for brass, copper, gold andsilver dragons)

You may also use your breath weapon more often thanbefore. Once you use your breath weapon, you only needto wait 1d6 rounds before using it again.

Frightful PresenceStarting at 13th level, your towering form inspires fear inthose unfit to fight alongside you. As an action during yourturn, each creature of your choice that is within 120 feet ofyou and aware of you must succeed on a Wisdom savingthrow against your Draconix Arcana save DC or becomefrightened for 1 minute. A creature can repeat the savingthrow at the end of each of its turns, ending the effect onitself on a success. If a creature's saving throw is successfulor the effect ends for it, the creature is immune to theyour Frightful Presence for the next 24 hours.

You may use this ability a number of times equal to yourproficiency bonus, and recover all expended uses uponcompletion of a long rest.

Half-Dragon FormAt 13th level, you learn to take on an avatar-like form thatallows you to act as a humanoid or beast, but still retainmuch of what makes your kindred so revered amongstmortals. When using your Shape Change ability to changeinto a humanoid or beast form, you can choose toshapeshift into a half-dragon form instead of a normalhumanoid or beast of the chosen kind.

In a half-dragon form, you appear to be a humanoid orbeast of the chosen kind as normal, but with obviousdraconic features unique to your heritage-- such as goldscales, horns, bronze-looking hair or skin, or eyes thatappear to be silvery spheres without pupils. You canchoose to be more draconic in appearance, or look closerto the chosen humanoid or beast as you see fit.

While in half-dragon form, you are essentially in anormal humanoid or beast form (per the Shape Changeability) but with the following changes:

You may retain your original Strength, Dexterity andConstitution scores (instead of adopting the abilityscores of the chosen form). You choose which set ofphysical scores (yours or the form's) you wish to useeach time you use the Shape Change ability.You may use your breath weapon as though you werein dragon form. Any breath weapon with a width of 10feet is reduced to a 5-foot width when in a Medium-sized or smaller form. Otherwise the range and radiusof your breath weapons are unchanged.You retain the damage resistance associated with yourbloodline (acid for copper dragons, lightning for bronzedragons, fire for brass or gold dragons, and cold forsilver dragons)

Whenever you use this ability, you may take on theappearance of a previous Half-Dragon Form or you cancreate a new one. Regardless of how you look in this form,though, you are obviously not a typical creature of yourchosen type, and you have disadvantage on any abilitychecks that involve trying to hide your draconic nature.

Wing AttackAt 14th level, you learn to take flight in the face of yourenemies while damaging them in the process.

You may beat your wings as an action, leaving your foesbehind after a dramatic takeoff. Each creature within 10feet of you must succeed on a Dexterity saving throwagainst a DC of 8 + your proficiency bonus + your Strengthmodifier or take bludgeoning damage equal to 2d6 plusyour Strength modifier and be knocked prone. You canthen fly up to half of your flying speed as part of the sameaction.

Superior KnowledgeDragons are said to be immensely knowledgeableregarding the world and the wonders it offers. Whiledragons are often long-lived, they are also perceptive,vigilant, and possess incredibly detailed memories.Starting at 15th level, your awareness of places, peopleand events becomes self-evident.

Whenever you make an Arcana or History ability check,after you roll the die but before the outcome isdetermined, you can instead choose to roll an addtionald20. If you do, you must use the new d20 roll for thecheck.

art by Rossdraws

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Improved Draconix ArcanaAt 17th level, you learn to draw even more deeply from thewell of magic within your bloodline. You regain oneexpended Draconix Arcana spell of up to 3rd levelwhenever you complete a short rest.

In addition, whenever you complete a long rest, you mayreplace one of your known Draconix Arcana spells withanother spell of the same level.

Herald of BahamutAt 20th level, your form is now massive enough where,though you are not technically a Huge-sized creature, youare most definitely approaching that point. In dragonform, your reach extends to 10 feet. You also gainimmunity to an elemental damage type, depending onyour draconic bloodline:

Brass. You gain immunity to fire damage.Bronze. You gain immunity to lightning damage.Copper. You gain immunity to acid damage.Gold. You gain immunity to fire damage.Silver. You gain immunity to cold damage.In addition, your hit dice all become d12s. Your current

and maximum hit points increase by 20 immediately upongaining this ability.

Metallic Dragon BloodlinesStarting at 3rd level, the metallic dragon cohort startsgaining abilities based on their specific bloodline--that ofthe brass, bronze, copper, gold or silver dragon. Keep inmind that metallic dragons virtually never mate outside oftheir subspecies (gold dragons only with others of theirtype, for example). Therefore, it is assumed that a metallicdragon's subrace and subclass will be the same, and thesubclasses are designed with that in mind.

Brass Dragon Bloodline

BurrowerStarting at 3rd level, you learn to maneuver through theearth with some ease. You gain a burrow speed equal tohalf your walking speed. Note that you do not leave atunnel behind when using this ability. You instead leaveany displaced debris behind you as you move.

ConversationalistBrass dragons are renowned for their love of conversationand the art of spoken language. At 3rd level, you learn touse your skill with words to draw the focus of others ontoyourself. As a bonus action during your turn, you choose acreature that you can see within 30 feet. You make aPersuasion check contested by the creature's Insightcheck. If you win, the creature has disadvantage on allPerception checks against creatures other than yourself,and has disadvantage on all attacks it makes againsttargets other than yourself. This effect lasts 1 minute, oruntil the creature is attacked or damaged by someoneother than you.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

SandstormAt 10th level, as an action during your turn, you cansummon a magical storm of desert sand to blind yourenemies. A cloud of sand swirls about in a 20-foot-radiussphere centered on a point that you can see within 120feet. The cloud spreads around corners. Each creature in itmust succeed on a Constitution saving throw equal to yourBreath Weapon DC or be blinded for 1 minute. A creaturecan repeat the saving throw at the end of each of its turns,ending the effect on itself on a success.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Living WeaponAt 18th level, you learn to create a new companion andconversational partner from your own magical essence-- aliving weapon.

During a short rest, you can attune yourself to a single,nonmagical melee weapon worth at least 1 sp. When youdo so, you awaken a magical force within yourself that youimbue into the weapon. The weapon gains a +1 magicalbonus, and functions exactly like a dancing sword(regardless of what weapon type you imbued). Theweapon also gains sentience and can speak telepathicallyto creatures within 60 feet. In addition, the weapon canstore up to five spell levels within it, functioning like a ringof spell storing. You must be in physical contact with theweapon to cast spells stored in it. You may direct thisdancing weapon to move and attack without using anaction, but only during your turn and only once per round.You are considered proficient with the weapon wheneveryou wield it. Losing your attunement to the item causes itto lose all magical abilities gained through this abilityimmediately.

In addition, while you are attuned to a weapon in thisway, you may use a bonus action to teleport the weaponto you as long as you are on the same plane of existence.If you lose the item or if it becomes destroyed, you canspend a short rest imbuing your magic into a new weapon,causing the previous weapon to immediately lose anymagical properties granted by this ability.

Bronze Dragon Bloodline

Swift SwimStarting at 3rd level, you learn to navigate through wateras easily as upon land. You gain a swim speed equal toyour walking speed.

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StrategizeAt 3rd level, you are able to examine a situation (or battle)closely, discovering any tactical advantage that you canuse against the obstacles ahead. As an action during yourturn, you may choose up to 3 creatures that you can seewithin 30 feet. Those creatures gain the benefit of thebless spell for up to one minute, as long as you maintainconcentration. This otherwise functions exactly like thespell of the same name.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Deafening BlastBeginning at 10th level, as an action during your turn, youcan create a blast of thunder to deafen your foes. Athunderclap originates at a point that you can see within120 feet. Each creature within a 20-foot radius centered onthat point must make a Constitution saving throw againstyour Breath Weapon save DC or take 2d10 thunderdamage and be deafened for 1 minute. A creature canrepeat the saving throw at the end of each of its turns,ending the effect on itself on a success.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Foehunter's MightStarting at 18th level, your Strength score increases by 2.Your maximum Strength score becomes 22. In addition,whenever you take the form of a humanoid or beast, youmay increase one of that form's physical ability scores(Strength, Dexterity or Constitution) by 2. That form'smaximum ability score of your choice increases to 22 aslong as you stay in that form.

art by Vance Kovacs copyright Wizards of the Coast

Whenever you use your Shape Change ability to take on ahumanoid form, you may choose any humanoid form witha Challenge Rating equal to or less than one half of yourdragon level, rounded down.

In addition, whenever you roll initiative--in any form--yougain the benefits of the protection from evil and good spellfor 1 minute. This effect does not require concentration,and cannot be dispelled.

Copper Dragon Bloodline

Awaken (Tiny) BeastStarting at 3rd level, your mere presence is enough toimpart uncanny intelligence into rodents, birds and othersmall creatures. As an action, you can target a Tiny-sizedbeast that you can see within 60 feet of you. If the creaturehas an Intelligence score of 3 or lower, it becomescharmed permanently. Targeting a creature with thisability removes this charm effect from any previouslycharmed creatures.

While you have a creature charmed by this ability, itgains bonus maximum hit points equal to your dragonlevel. The creature's Intelligence, Wisdom and Charismascores each become 8 if they were originally lower than 8.The companion also gains the ability to speak andunderstand Draconic.

Besides remaining a beast, the companion is otherwisetreated exactly as though it were a familiar per the findfamiliar spell. If your beast familiar dies, you can breathenew life into its body during the course of a short rest. Ifyour companion is permanently lost to you, you can charma new creature and gain its services in the same way.

Once you have charmed a creature with this ability, youmay not do so again until you complete a short rest.

Refined HumorAt 3rd level, you learn to weaponize your wit and use it tostifle your enemies in combat. When a creature that youcan see within 60 feet of you makes an attack roll or savingthrow, you can use your reaction to roll 1d6 and subtractthe number rolled from the creature's roll. You can chooseto use this feature after the creature makes its roll, butbefore the DM determines whether the attack roll orsaving throw succeeds or fails. The creature is immune if itcan't hear you or if it is immune to being charmed.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

StymieStarting at 10th level, you are able to magically assert yourwill on the terrain around you. As an action, you choose a20-foot-square area on the ground that you can see within120 feet. The ground in that area turns into 3-foot-deepmud and counts as difficult terrain. Each creature on theground in that area when the mud appears must succeedon a Dexterity saving throw against your breath weaponsave DC or become restrained.

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A creature can take an action to attempt a Strength checkagainst your breath weapon save DC, freeing itself oranother creature within its reach and ending therestrained condition on a success. At the beginning of yournext turn, the mud hardens, and the Strength DC to workfree increases by 3.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Bonded CompanionBeginning at 18th level, as a bonus action, you candesignate an ally within 30 feet of you as your bondedcompanion. As long as you are bonded to anothercreature in this way, you gain the following benefits:

Whenever your bonded companion hits a creature, yougain advantage on all attack rolls against that creatureuntil the end of your next turnWhenever your bonded companion is hit by a melee orranged weapon attack, if you are adjacent to that ally,you may use a reaction to halve the damage of thatattackBoth you and your bonded companion have advantageon Dexterity saving throws

This ability lasts for 1 minute. You may use this ability anumber of times equal to your proficiency bonus, and youregain all expended uses upon completion of a long rest.

Gold Dragon Bloodline

Adept SwimmerStarting at 3rd level, you learn to navigate through wateras easily as upon land. You gain a swim speed equal toyour walking speed.

Waking VisionsAt 3rd level, you begin to see glimpses of the near future.These visions are often sudden and on short notice,though, and the language you use to warn others canmake the difference between avoiding failure... or simplydelaying the inevitable.

Whenever an ally that you can see within 60 feet makesan attack roll, saving throw or ability check, you can makea Persuasion check as a reaction. You can choose toreplace the creature's roll with the result of yourPersuasion check instead. You can choose to use thisfeature after the creature makes its roll, but before the DMdetermines whether the attack roll, saving throw or abilitycheck succeeds or fails.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Perilous DaydreamsStarting at 10th level, you learn to pull creatures in theworld around you into a dreamscape of your imagining. Asan action, you force one creature that you can see within120 feet to make a Charisma saving throw against yourbreath weapon save DC, or be banished into a dreamplane for 1 minute.

The dream plane is a different plane of existence thatyou have imagined into being. The creature can onlyescape by using an action during its turn. When it does so,you make a Charisma check contested by the creature'sCharisma check. If the creature wins, it escapes the dreamplane. When the effect ends, the creature reappears in thespace it left or in the nearest unoccupied space if that oneis occupied.

Note that the dream plane may look however you wish,but the plane is completely harmless to the target of thisability (though the plane may still be terrifying or awesometo behold).

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

Limited ForesightAt 18th level, you gain the ability to react to future eventsjust before they come to fruition. You are able to cast theforesight spell as an action. When casting the spell usingthis ability, the duration is limited to 1 minute.

You may use this ability twice, and recover anyexpended uses upon completion of a long rest.

Silver Dragon Bloodline

Silver LiningStarting at 3rd level, you learn to whip up winds andupdrafts at a moment's notice, carrying your allies tosafety when they need it most.

You learn the feather fall spell. You may cast the spellwithout any material components. When you use the spellin this way, a light breeze manifests itself within 120 feet ofyou for the duration.

You may use this ability twice, and recover all expendeduses upon completion of a long rest.

Mage AdeptAt 3rd level, your innate understanding of magic hasalready begun to outpace other metallic dragons. Youlearn two cantrips from any class' spell lists. Whenever youcomplete a long rest, you may replace one cantrip youhave learned in this way with a new one of your choice.

CloudsmithAt 10th level, you can summon a dense fog onto thebattlefield, and can even shape it to a limited degree toprotect your allies (or frustrate your enemies). As anaction, you create fog exactly as if you had cast the fogcloud spell. Once during the duration of the spell, you canuse a bonus action and create a wall of stone effect withstatistics as though you had cast the spell of the samename. This wall is created from exceptionally denseclouds, and it cannot extend beyond the radius of the fogcloud effect.

The above effects last 1 minute. Once the fog cloudeffect ends, so does any wall of stone effect that youcreated using this ability.

You may use this ability a number of times equal to yourproficiency bonus, and you regain all expended uses uponcompletion of a long rest.

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. Silver SeerStarting at 18th level, you become an unparalleled masterof your inborn magical power--even amongst yourkindred. You can cast three bonus spells per long rest.These bonus spells can be of any spell level, though no twobonus spells can be of the same spell level (for example,you could cast a fourth and fifth level spell using thisability, but not two fifth level spells). These can only bespells you already know from your Draconix Arcana ability,or from the spell list of a humanoid form that you havetaken on using your Shape Change ability. You still do notgain the Spellcasting ability of forms that you ShapeChange into, but you can use your bonus spells to castspells on your adopted form's full spell list.

You use Charisma as your spellcasting ability for thesespells, any spell attack rolls use your Charisma modifier,and you use your Draconix Arcana save DC for any spellsyou cast in this way. You recover any expended bonusspells upon completion of a long rest.

In addition, when using your Shape Change ability, youcan choose any humanoid form with a Challenge Ratingequal to or less than half your dragon level, roundeddown.

art by TheDurrrrian

Hope Glides Upon Youthful WingsRemember that petting your dragon is not onlyrecommended, but it may even be expected of youduring their wyrmling stage. One must be careful,though-- signs of affection may be seen asembarrassing to the wyrmling, at least in publicplaces. They may be small, but they are pridefulstill. Treat them as you would a young noble andyou will go far, but with two exceptions. A scratchbeneath the chin is as good a reward as gold... andremember to provide them with their fair share ofraw meat (allow them to cook it themselves, breathand all, as they derive some joy from getting thefood just right without assistance). Follow thisadvice, and your little friend will never forget yourscent, nor your affections.

-Gerian Gaulter, "The Wyrm Whisperer"

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Metallic Dragon Cohorts- Miscellany

Challenge Rating forMetallic DragonsThe following challenge ratings are based on the MonsterStatistics by Challenge Rating table on page 274 of theDungeon Master's Guide. Note that the below numberswere calculated without accounting for equipped magicitems.

As a point of reference: The average level 20 playercharacter may have a CR around 12-14 depending on thecharacter's build and magic items, and can become higherstill when using an optimized build and powerful items.

Cohort Level Recommended CR1 1/42 1/43 1/24 15 26 37 38 39 4

10 511 612 613 714 715 716 817 918 1019 1120 12

Roleplaying as a MetallicDragonMetallic dragons are, in some ways, the embodiment ofthe powerful but benevolent noble. They tend to live inisolation (or when they operate in the open, they do so indisguise), but there is little doubt that when and wheremetallic dragons show up, they do so with virtue in theirhearts and a deep--if mildly patronizing--concern for thesmaller races.

Unlike their more infamous cousins, the chromaticdragons of Tiamat (more to come on them...) metallicdragons teach their young a great deal about right andwrong in the world (as they see it) and take great pride intheir legacy of alliances with good-aligned peoples andkingdoms.

With all of this in mind, though, metallic dragons dohave their critics. Though few would argue against thepure-hearted nature of Bahamut's brood, there are thosewho say that metallic dragons tend to be naive. In manyworlds, dragons do not have much in the way of seriouscompetition, and often do not suffer for long due to theirextraordinary strength, their ability to fly with ease, andthe combined power of their kindred and allies. As such,metallic dragons sometimes come across as having asimplistic, black-and-white view of the world,understanding suffering not from their own experiences...but as an outsider would speak of it. For a metallic dragon,if one suffers for long it must be because someone else ismaking them suffer. Ridding the land of its mad king isoften seen as the main solution to the peoples' problems,rather than the more complicated, nuanced issues that thepeople actually deal with.

Roleplaying the MetallicBloodlinesBrass dragons have a love for small-talk and conversation,but not merely as a way of passing time. For dragons ofthis lineage, their main currency is information (or magicalitems that can provide such). Brass dragons have areputation for long talks deep into the evening withanyone who will listen. Compared to other dragons, thoseof the brass bloodline are less likely to judge a book by itscover, as a person's story in life is not always apparent bythe way they look or dress.

Bronze dragons are just as noble as their kindred, butthey often see conflict--and even war--as the inevitableoutcome of living in a world alongside ceaseless evil.Bronze dragons are more likely than other dragons toactively seek bandits, ruffians and outlaws to fight,knowing that sometimes one cannot afford to let the otherside act first. Bronze dragons in humanoid form are mostoften soldiers, bounty hunters, or any occupation that letsthem pursue evil where they can find it.

Copper dragons are the odd bunch amongst metallicdragons. They tend to be less lawful than their kindred,and find humor even, at times, in seemingly diresituations. To copper dragons, a good joke is the ultimatede-stresser, though this does not always work as intended.Copper dragons are more likely to be offended when theirpresence is not fully appreciated, and to some it wouldseem that their love of jokes, bards and entertainmentmay be an extension of a supreme (and perhaps fragile)ego.

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Gold dragons, generally speaking, spend more of theirtime trying to understand how the world works throughintense study. These dragons often prefer not to beinterrupted except when their help is truly needed.Ironically, this usually means that gold dragons are themost isolated of all metallic dragons, trying to comprehendthe world from behind closed doors. That said, thesedragons tend to be much more aware of the complexitiesof the world... they are known as the mentors of metallicdragons for a reason.

Silver dragons share the gold dragons' love forcomprehending the world at a higher level. Those of thesilver bloodline, though, prefer to understand people byliving amongst them rather than by studying from afar.Silver dragons spend more time in humanoid forms thanany of their kin, and may even live for years as a particularhumanoid, adopting a fully fleshed out identity to trulyunderstand how mortals see the world. Silver dragons donot abandon study, though-- they just tend to focus theirresearch on furthering their magic. This understanding ofthe arcane arts is used, first and foremost, to serve thepeople they have come to know and love.

Metallic Dragons as PCsCompared to the other cohorts released so far (theBeholder and the Ooze), dragons were designed from thestart to be fairly seamless between their cohort and playercharacter versions. That said, while the metallic dragoncohort may not be lacking in power or combat options,some adjustments are still recommended when playing ametallic dragon character:

Allow the dragon player character to choose abackground normally (though the relevant options maybe limited).Note that while a dragon in its natural form cannot usearmor, or weapons made for other species, that doesnot mean the dragon cannot use other magical items(such as bracers or jewelry) in order to enhance theircapabilities...

This is Fan Content'Creature Cohorts' is unofficial Fan Contentpermitted under the Fan Content Policy. Notapproved/endorsed by Wizards. Portions ofthe materials used are property of Wizards ofthe Coast. ©Wizards of the Coast LLC.

.

art by John Tedrick

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Let YourLet YourLet YourLet YourLet YourSidekickSidekickSidekickSidekickSidekick

Take FlightTake FlightTake FlightTake FlightTake FlightCreature Cohorts were created by me,Mister_Thr33, and were inspired by Tasha'sCauldron of Everything as well as the 3rdEdition supplement Savage Species

Cover art by Marina Kleyman(www.artstation.com/gugu-troll)Page 2 art by Rod Mendez(www.artstation.com/rodmendez)Page 4 art by Todd Lockwood(www.toddlockwood.com/)Page 5 art by Jana Souflova(www.maffet.cz/ilustrace.html)Page 6 art by Claudio Pozas(claudiopozas.com/index.html)Page 7 art by Rossdraws(www.deviantart.com/rossdraws)Page 9 art by Vance Kovacs(www.artstation.com/americanbean)Page 11 art by TheDurrrrian(https://www.deviantart.com/thedurrrrian)Page 13 art by John Tedrick(www.artstation.com/tedrick94)Back cover art by Elizanel Suhoveeva(https://www.artstation.com/user-9ef30087a6d7c0a8)Watercolor stains by Jared Ondricek(https://watercolors.giantsoup.com/xgte/xgte_bottom-left/index.html)

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