![]() ![]() Even if it's a good dragon, it should sometimes have interests contrary to the interests of the party. If t participates in combat, it should demand a share of the loot to add to its hoard, along with XP. Second, I think it's a good idea if the dragon creates as many problems as solutions. Player jealously is real, and asymmetry should be addressed before you give anybody the keys to the kingdom. If one player is using it as a flying mount/hireling spell caster/murderer, that's a problem. Firstly, you should make sure it's not just a super magic item that one player gets to use. It's not a bad idea, but it deserves a good execution. Parting thought: make sure the other players are happy in this respect, too I could totally see a player being envious over it. And even the five years of wyrmling status might not pass during a campaign. ![]() A young dragon is young for almost 100 years (if you go by the 5e MM). I like Matt's example of the miracle-grow druid that was able to help keep Kephara relevant. Then, once the PC has trained it or otherwise bonded or subdued it, they control it. My gut says its a creature you should run, unless it has synergy into the PCs class or other features. Honestly, having a wyrmling pal for a few in-game years isn't going to unbalance anything, but you can always adjust encounters to account for the extra help the party has. It even has stat blocks for each stage of development: wyrmling, young, adult, and ancient. If you have access to the Monster Manual, check out the section on dragons it describes the different colors' personalities, how quickly they age, respective size at age, etc. I don't know if there are charts like this in 5e, but 3e had dragons age on the order of years and decades: Try not to give PCs the ability to fly until 5th-7th level. Just remember that as soon as it hits Large, he's going to want to use it as a mount (and at Medium size it may be strong enough to haul party members). Prepare encounters accordingly.Īs fast as the plot demands. These include traps on the floor of the dungeon, wide chasms, vertical parts of the dungeon, encounters with enemies that don't have ranged attacks, and it can take some of the fun out of overland traveling (although it does allow you to introduce flying random encounters). Certain things are trivialized by PC flight. The first is its breath weapon, it's going to have the ability to toss out a large AOE that will fry small minions. There are two major things to watch out for. It's roughly equivalent to giving the PC a very rare magic item (legendary if the dragon gets bigger than Large). This sounds like a ton of fun! Be sure to come back and tell us how it goes.ĭo You think it is very bad idea and it will not work good? Cause I'm too excited to say just no and my heart says YES but my brain says DANGER ALERT!! So help me out guys. As others suggest, I'd make it possible for the dragon to grow as the PC levels up, and I'd try to make sure that I keep the power level roughly equivalent to other companions. One who likes to jump up on you in excitement and knocks you prone. I imagine this is a baby dragon which is like a very large, sometimes clumsy, very excitable puppy. I would totally be willing to give a dragon to a player character, but at low levels it'd be reasonably nerfed compared to MM dragons. The fluff is all the flappy wings description.Īll of this is to say that with this dragon, I'd use crunch from other "acceptable" companions, and re-skin it using fluff. The crunch is that he cannot be disarmed. During battle, the wings actually flap around, and if someone tries to disarm him, the wings will move to block or will actually wrap around his hand so that he can't drop the weapon. For example, a player in my game has a holy sword where the guard looks like angel's wings. Crunch is all of the mathy mechanics of the game. ![]() Who cares what others feel is acceptable! Basically, there's fluff and crunch. ![]()
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