Children of The Dragon
Children of The Dragon
T
his work is a combination of several dragon grants additional benefits when you're within melee range
themed homebrew, fanmade works, that I of your foes, which is traditionally dangerous for a sorcerer,
have created over the years for Dungeons & to allow melee sorcerers to become more viable. I have
Dragons 5th edition. It also features art that I given some subclasses mechanics that let you gain different
have commissioned from several artists, as benefits if you already have resistance, so that half dragons
mentioned in the Credits chapter. and dragonborn can choose thematic dragon types without
Dragons have always been a centerpiece being punished for having the same resistance.
for Dungeons & Dragons, and I felt that the transition of 3.5 This work contains several subclasses, including a
Edition to 5th Edition left several great dragon themed revised Purple Dragon Knight subclass for the fighter class,
works behind. As such I created this homebrew for those also known as the Banneret subclass. It also contains a
that want to have more dragon related content in their dragon themed spell list, items, and unique items that can
campaigns. It also includes several revisions of existing be gifted by dragons themselves to players. The Religion
races and subclasses, whom many players consider to be section covers draconic lore that is less known, seeing as
underwhelming, including myself. Even after the Draconic many books already refer Tiamat and Bahamut. Which is
Updates from Unearthed Arcana, which gave some love to why the kobold god Kurtulmak has the biggest section, as
both the dragonborn and kobolds, it still felt like they were outside the 2006 book Races of the Dragon, little of his
lacking something thematic. This work is meant to make other side is mentioned. I have also added additional
them more on equal footing with the other races balance dinosaurs for the Circle of Savagery (or as foes), as well as
wise, and also give them traits that are more thematic. additional dragon types to go along with the additional half
I have also created a half dragon player race, who are less dragon subraces, to give more options to your DM as well.
bestial than the Monster Manual version, because I based The Dragon Student is a bit unusual, due to their pact
them on their more human appearance in the official choice restriction; but I wanted to shift their customization
Dungeons & Dragons book Races of the Dragon from 2006. options to the dragon types to make it more interesting, and
Additionally, I've added a revised Draconic Bloodline sub- also to balance the subclass out while keeping them
class for the sorcerer class. It is largely the same as the thematic. It is similar to the Battle Smith in some ways, yet
original, but allows for more playstyle options. This version also quite different, and the playtests have been promising.
The content in this work has been heavily playtested, and
based on all the feedback I believe it should be fairly
NOTE: The spells that are cast through racial traits in balanced in practice. Of course, whether you can use the
this work do not require any material components. This
includes player race traits, and the spells that the
content in this work is still up to your DM's discretion. I
Dragon Student gains through their unique trait, hope that you will enjoy this finalized work, as well as the
including rituals (see Dragon Companion on page 60). artworks that I have commissioned for it, and that you may
have many fun and interesting adventures with it.
Chapter 1
Races
Dragonborn, Revised
“THE FIGHTER BOY WAS DOWN, THE MONK GIRL WAS OVERWHELMED, Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
the cleric girl had wet herself, and the wizard girl got Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
stabbed. Fortunately for these beginners, most goblins were Surina, Thava, Uadjit
now in a narrow pathway, and he was a dragonborn. As he Childhood Names: Climber, Earbender, Leaper, Pious,
inhaled deeply, he wondered what roasted goblin would Shieldbiter, Zealous
smell like.” Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
— Rhogar, dragonborn veteran and savior of "newbies" Drachedandion, Fenkenkabradon, Kepeshkmolik,
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
Born of dragons, as their name proclaims, the dragonborn Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
walk proudly through a world that greets them with fearful Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
incomprehension. Shaped by draconic gods or the dragons
themselves, dragonborn were created with the essence of Dragonborn Traits
true dragons as a unique race, combining the best Your draconic heritage manifests in a variety of traits you
attributes of dragons and humanoids. Some dragonborn share with other dragonborn.
(reluctantly) serve true dragons, others form the ranks of Ability Score Increase. Your Strength score increases
soldiers in great wars, and still others find themselves by 2. One ability score, based on your draconic ancestry,
adrift, with no clear calling in life. increases by 1 (see the Draconic Ancestry table on page 6).
The blood of a particular type of dragon runs very strong Age. Young dragonborn grow quickly. They walk hours
through each dragonborn, granting it a color pattern that after hatching, attain the size and development of a 10-year-
corresponds to that dragon type. A dragonborn’s color old human child by the age of 3, and reach adulthood by 15.
imparts many traits upon them, including varying types of They live to be around 80.
breath weapon, as well as resistance to the elemental type Alignment. Dragonborn tend to extremes, making a
associated with their dragon ancestor. conscious choice for one side or the other in the cosmic
In addition, each dragonborn possesses a fragment of war between good and evil (represented by Bahamut and
what makes up a true dragon. Those whose fragment Tiamat, respectively). Most dragonborn are good, but those
grants them a tail are often shunned, due to it being who side with Tiamat can be terrible villains.
considered a bad omen for a dragonborn to have a tail. Size. Dragonborn are taller and heavier than humans,
Dragonborn Names standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.
Dragonborn have personal names given at birth, but they Speed. Your base walking speed is 30 feet.
put their clan names first as a mark of honor. Childhood Draconic Ancestry. You have draconic ancestry. Choose
names are often given by clutchmates as a descriptive term. one type of dragon from the Draconic Ancestry table. Your
breath weapon (shape, range and damage type), damage
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, resistance, and ability score increase are determined by the
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, dragon type.
Rhogar, Shamash, Shedinn, Tarhun, Torinn
5
Draconic Ancestry Subraces
Damage Ability In addition to being aligned to a particular type of dragon,
Dragon Type Breath Weapon score dragonborn also possess fragments of what makes up a
Black Acid
5 by 30 ft. line (Dex.
Constitution
true dragon. These blessings cause them to be divided into
save) four subraces, with Dreadcaller being the most common.
5 by 30 ft. line (Dex. Murkdwellers are the only ones with a tail, and are often
Blue Lightning
save)
Constitution shunned because of it. Even while half dragons, known for
5 by 30 ft. line (Dex.
their long tails, are accepted within dragonborn society.
Brass Fire Charisma
save) Dreadcaller
Bronze Lightning
5 by 30 ft. line (Dex.
Charisma
Draconic Fear. You can roar as an action, forcing each
save) creature of your choice within 30 feet of you to make a
Celestial Radiant 15 ft. cone (Con. save) Wisdom Wisdom saving throw (DC 8 + your proficiency bonus +
your Charisma modifier) if it can see and hear you. On a
Copper Acid
5 by 30 ft. line (Dex.
save)
Charisma failed save, the target is frightened of you for 1 minute.
The frightened target can repeat the saving throw at the
Gold Fire 15 ft. cone (Dex. save) Wisdom end of each of its turns, ending the effect on itself on a
Green Poison 15 ft. cone (Con. save) Intelligence success. You regain the use of this trait after finishing a
Red Fire 15 ft. cone (Dex. save) Constitution
long rest.
Powerful Build. You count as one size larger when
Sapphire Thunder 15 ft. cone (Con. save) Intelligence determining your carrying capacity and the weight you
Silver Cold 15 ft. cone (Con. save) Intelligence can push, drag, or lift.
Steel Acid
5 by 30 ft. line (Dex.
Intelligence
Murkdweller
save) Darkvision. You can see in dim light within 60 feet of you
White Cold 15 ft. cone (Con. save) Constitution as if it were bright light, and in darkness as if it were dim
light but only in shades of gray.
Breath Weapon. When you take the Attack action, you Tail Lash. Your tail can be used to push or trip up
can replace one of your attacks with an exhalation of opponents. You can use your bonus action to shove a
destructive energy. Your draconic ancestry determines the creature within 5 feet of you. You can use this trait a
size, shape, saving throw type, and damage type of the number of times equal to your Strength modifier
exhalation. When you use your breath weapon, each (minimum of 1). You regain all expended uses when you
creature in the area of the exhalation must make a saving finish a long rest.
throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A creature
takes 2d6 + your proficiency bonus damage on a failed save,
and half as much damage on a successful one. The damage
increases by an additional 1d6 at 5th level, 8th level, 11th
level, and 17th level. You can use this trait a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Damage Resistance. You have resistance to the damage
type associated with your draconic ancestry. In addition,
green dragonborn have advantage on saving throws against
being poisoned.
Natural Weapons. You grow retractable claws from the
tips of your fingers. Extending or retracting the claws
requires no action. The claws are natural weapons, which
you can use to make unarmed strikes. If you hit with them,
you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the normal bludgeoning damage for an
unarmed strike. You can also use your bite, which follows
the same rules as your claws, but deals 1d4 + your Strength
modifier piercing damage instead.
Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants.
Subraces. Choose one of the following subraces. Your
choice will determine additional benefits.
6
Steelscale Racial Feat
Hardened Scales. You gain a +1 bonus to your AC while
not wearing heavy armor. Instead of this bonus, you can Draconic Heritage
calculate your AC as 13 + your Dexterity modifier. A
shield’s benefits apply on top of either option. Prerequisite: Dragonborn
Draconic Savagery. When you use your breath weapon, or You are blessed by Bahamut, Tiamat, or another dragon
you make a melee attack on your turn, you can make an god, granting you another fragment of what makes a true
attack with your bite as a bonus action. If the attack hits, dragon. You can take this feat up to three times.
it deals its normal damage, and you can’t use this trait
again until you finish a short or long rest or you reduce a Increase your Strength, Constitution, or Charisma score
creature to 0 hit points. In addition, the damage die of by 1, to a maximum of 20.
your Natural Weapons trait increases from 1d4 to 1d6. The damage of your Breath Weapon racial trait
Wayfarer increases by 1d6.
Wings. You have draconic wings sprouting from your When you take this feat you gain a trait of one of the
shoulder blades. When falling you can use your reaction other dragonborn subraces which you didn't choose. You
to slow your descent, as if under the effects of a feather can take this feat up to three times, but each time you
fall spell. However you can move one foot horizontally for must choose a dragonborn subrace whose trait you don’t
each foot that you fall. At 6th level you can grant yourself have yet. You gain the following trait based on your
a flying speed of 30 feet as a bonus action for a duration choice:
of 1 minute. Afterwards you must finish a long rest before Subrace Trait
you can use this flight again. At 14th level you can instead
fly indefinitely at a speed of 30 feet. If you already have a Dreadcaller You gain the Draconic Fear trait.
flying speed then that flying speed will increase by 20 feet Murkdweller You gain the Tail Lash trait.
instead. Your clothes and armor have to be modified to Steelscale You gain the Hardened Scales trait.
accommodate your wings, and you can't use your wings
while wearing heavy armor. Wayfarer You gain the Wings trait.
Hardened Resistance. You have an echo of the toughness
of a true dragon. You can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t
use this trait again until you finish a long rest.
Playing as a Half Dragon with wings
Some half dragons are blessed by the dragon gods and
may choose the Draconic Heritage feat from the
dragonborn as their feat once, to gain the Wings trait
Variant Ability Score Increase: As a variant rule, you can of the Wayfarer subrace. This grants them draconic
increase either your Strength score or the ability score wings.
determined by your draconic ancestry by 2. Whichever NOTE: This is a powerful feat when given to a half
score you didn't increase instead increases by 1. dragon, so you can only take this feat once and with
your DM's permission, and you must choose the
Wings trait of the Wayfarer subrace.
Proud Dragon Heritage
Half dragons look very similar to their mortal parent, except
for the horns and partial scales that cover their bodies, as
well as their draconic legs and long tails. However, half
dragons are more known for their dangerous elemental
breaths, as well as the gift of transformation. While only a
few half dragons eventually ascend to true dragonhood,
some have been gifted with a "lesser" form that allows
them a burst of power as well as the gift of flight for a
short period of time.
Half dragons’ color patterns are similar to their
draconic parent, and in the case of two half dragons
having children, the child is often born in the color
scheme of either parent, though occasionally they
instead look like one of the other draconic ancestors
of the parents, as half dragons are strongly drawn to
one another and are known to quickly make families
and communities. They are tall and strongly built, with
males often standing close to six and a half feet tall and
being taller and heavier than females. They also gain an
advantage based on which draconic heritage is more
dominant for them.
Challenging Upbringing
Half Dragon Half dragons share much of their draconic parent's
“HALF DRAGONS? YEAH, TOTAL FREAKS, THOSE GUYS. IMAGINE strength, but they are also vulnerable in the early stages of
dragonborn but then more human. I guess some people will their long lives. The lucky ones are raised by two half
sleep around with just about anyone these days, even dragon parents, who raise them in protected communities.
dragons. Still, I had a few in my party, and I can't argue with Others are abandoned by the draconic parent or both
their results. Once had a silver one freeze an orc solid parents and forced to survive alone or hope they get
before he could cleave my head. Now, his look was adopted by other half dragons or by dragonborn. Though
hilarious!” those with a metallic dragon parent are, more often than
not, properly raised and cared for.
— Thorzag, green-dyed beardless dwarf Half dragons who are adopted by dragonborn are brought
Many dragons are not only fearsome beasts, but renowned in as part of the clan and are raised to show strong loyalty
masters of magic as well. As such, it is not uncommon for to their clan. A continual drive for self-improvement reflects
one to change shape and walk among the masses, or even the self-sufficiency of the dragonborn race as a whole,
take a mortal lover. The children of such unions are known which is then reflected upon the half dragon. These half
as half dragons. Not quite as monstrous looking as the dragons value skill and excellence in all endeavors. They
dragonborn, but still very much recognizable due to their hate to fail, and they push themselves to extreme efforts
draconic traits. The difference between both races is that before they give up on something. These dragonborn-raised
the dragonborn were artificially created, whereas the half half dragons hold mastery of a particular skill as a lifetime
dragons are born from a union between a dragon and a goal, alongside the desire to ascend to dragonhood.
mortal, or are descendants from such unions. Regardless of Members of other races who share the same commitment
their origin, both races are generally on good terms. find it easy to earn their respect.
8
Eventually, all half dragons have a universal drive to Half Dragon Names
become stronger. By gaining strength in a multitude of
ways, they find that they become more in touch with their Half dragon names are usually based on the language of its
draconic heritage, which comes forward in the forms of mortal parent, as Draconic names are often much harder to
mastering their elemental breath, or even transforming into pronounce. Some half dragons who are adopted within
a dragon outright. This form is often not as strong as that of dragonborn clans will instead be given a dragonborn name:
true dragons, except for those who are truly devoted and
powerful. Such half dragons have "ascended to dragon- Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
hood", and become true dragons with all their terrifying Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,
might. This true dragon form, however, is not easy to attain Rhogar, Shamash, Shedinn, Tarhun, Torinn
and requires great devotion and resolve. But those who Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
succeed are held in very high regard by half dragon society. Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
Surina, Thava, Uadjit
A Growing People Childhood Names: Climber, Earbender, Leaper, Pious,
Shieldbiter, Zealous
In recent years, half dragons have been forming communi- Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
ties at an increasing rate. This has created many half Drachedandion, Fenkenkabradon, Kepeshkmolik,
dragon families, and in turn, many adventurers as well due Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
to their drive to ascend to dragonhood. Usually, however, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
many half dragons start a family and have children, with the Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
mother being encouraged to take care of the children while
the father goes out and provides for his family. Should the Half Dragon Traits
mother choose to become an adventurer, then the grand- Your draconic heritage manifests in a variety of traits you
parents or one of the extended family will often take care of share with other half dragons.
the children. While they are relatively few in number, half Age. Half dragons mature at the same rate as their
dragons are rapidly increasing their numbers due to a high mortal parent's race, but they can live up to 1000 years. A
fertility rate and big families. Most members of each few of those who have ascended to dragonhood, however,
community often share a similar color, based on one of have been granted the gift of immortality. Making dragon-
their dragon ancestors. As such, these communities tend to hood even more sought after, but no less difficult to achieve.
have characteristics related to that dragon ancestor. For
example, many half gold dragons, like their full-blooded kin, Alignment. Most half dragons are similar to dragonborn
actively hunt down evil creatures, and their breath weapon and tend to extremes, making a conscious choice for one
is quite effective against such foes. Half dragon communi- side or the other in the cosmic war between good and evil
ties are protected by their elders, some of whom have (represented by Bahamut and Tiamat, respectively). Most
already ascended to dragonhood and make for formidable half dragons are good, but those who side with Tiamat can
opponents. be terrible villains.
Size. Half dragons are often taller and heavier than
humans, standing well over 6 feet tall, with males being
noticeably bigger than females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines the
size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the
area of exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for
this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful one.
The damage increases by an additional 1d6 at 5th level, 8th
level, 11th level, and 17th level.
After you use your breath weapon, you can't use it again
until it's recharged. At the start of each of your turns,
provided you already used your breath weapon, you can roll
a d6. On a 6, you regain the use of your breath weapon.
Otherwise, your breath weapon recharges 1 minute after
you used it.
Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants.
9
Draconic Ancestry. While many half dragons are mixed, Draconic Ancestry. Your breath weapon deals lightning
they are always divided into a number of different colors damage in a line 30 feet long and 5 feet wide. Your breath
that reflect their draconic ancestry, which provides them weapon imposes a Dexterity saving throw. You have
with unique abilities. Just like true dragons, these colors are resistance to lightning damage.
not all equally powerful, and some colors have more niche Desert Predator. You gain proficiency in the Stealth skill.
abilities than others. However, no color is exceptionally As part of the Hide action, you can burrow yourself into
different in power from others. non-rock earth, just below the surface. While below the
These colors fall into two categories, the chromatics— surface, you have a burrow speed of 15 feet (but you can
black, blue, green, red, and white—and the metallics—brass, not burrow deeper), you have vision, can breathe freely,
bronze, copper, gold and silver. Choose one of these and count as having three-quarters cover. You cannot
subraces. Your breath weapon deals elemental damage of interact with the surface while borrowed, and you must
the type associated with your chosen subrace, and you gain spend a bonus action to emerge. While you are burrowed,
resistance against this damage type as well. In addition, creatures suffer a -5 penalty to their ability checks to find
your ability scores increase as described, and you gain an you, provided you are out of combat and not moving.
additional draconic trait. Brass
Draconic Ancestry Ability Score Increase. Your Strength score increases by
2, and your Charisma score increases by 1.
Black Draconic Ancestry. Your breath weapon deals fire damage
Ability Score Increase. Your Constitution score increases in a line 30 feet long and 5 feet wide. Your breath weapon
by 2, and your Strength score increases by 1. imposes a Dexterity saving throw. You have resistance to
Draconic Ancestry. Your breath weapon deals acid damage fire damage.
in a line 30 feet long and 5 feet wide. Your breath weapon Boldly Talkative. You gain proficiency in the Persuasion
imposes a Dexterity saving throw. You have resistance to skill. You can cast the tongues spell once with this trait,
acid damage. but only on yourself, and you regain the ability to do so
Unrelenting. You can add your Constitution modifier to the when you finish a long rest.
damage of your breath weapon, and your breath weapon Bronze
deals double damage to objects and structures. You can Ability Score Increase. Your Strength, Constitution, and
see in dim light within 60 feet of you as if it were bright Charisma scores each increase by 1.
light, and in darkness as if it were dim light but only in Draconic Ancestry. Your breath weapon deals lightning
shades of gray. damage in a line 30 feet long and 5 feet wide. Your breath
Blue weapon imposes a Dexterity saving throw. You have
Ability Score Increase. Your Strength, Dexterity, and resistance to lightning damage.
Constitution scores each increase by 1. Dragon of the Coast. You have a swim speed of 30 feet,
and you can breathe air and water. When using your
breath weapon, you can instead choose to use repulsion
gas with the same range and DC. This gas doesn't deal
damage but instead imposes a Strength saving throw.
Those who fail it are pushed back 15 feet from you. This
special DC increases by 1 for each additional 1d6
damage on your breath weapon. Underwater creatures
have disadvantage on their saving throws against your
breath weapon.
Copper
Ability Score Increase. Your Charisma score increases by
2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals acid
damage in a line 30 feet long and 5 feet wide. Your breath
weapon imposes a Dexterity saving throw. You have
resistance to acid damage.
Playful Host. You gain proficiency in the Performance skill.
You know the vicious mockery cantrip, and when you
take the Dash action on your turn you can cast it as a
bonus action. Charisma is your spellcasting ability for
this spell.
Gold
Ability Score Increase. Your Wisdom score increases by 2,
and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage
in a 15-foot cone. Your breath weapon imposes a Dex-
terity saving throw. You have resistance to fire damage.
Reserved Companion. You gain proficiency in the Insight
skill. You know the prestidigitation cantrip, and Wisdom
is your spellcasting ability for this spell. Whenever you
would deal fire damage to fiends and undead creatures,
you deal radiant damage instead.
Green with numbing gas. The target doesn't suffer damage, but
Ability Score Increase. Your Strength, Intelligence, and must succeed at the saving throw or be stunned until the
Charisma scores each increase by 1. end of your next turn. This special DC increases by 1 for
Draconic Ancestry. Your breath weapon deals poison each additional 1d6 damage on your breath weapon. You
damage in a 15-foot cone. Your breath weapon imposes a can use your breath weapon this way once and you regain
Constitution saving throw. You have resistance to poison the ability to do so after finishing a short or long rest.
damage and advantage on saving throws against being White
poisoned. Ability Score Increase. Your Constitution score increases
Gifted Trickster. You gain proficiency in the Deception by 2, and your Strength score increases by 1.
skill. You can cast the disguise self spell once with this Draconic Ancestry. Your breath weapon deals cold
trait, appearing up to 2 feet shorter or taller than normal damage in a 15-foot cone. Your breath weapon imposes a
with it, and you regain the ability to do so when you finish Constitution saving throw. You have resistance to cold
a short or long rest. Charisma is your spellcasting ability damage.
for this spell. Skilled Hunter. You gain proficiency in the Survival skill.
Red As a bonus action, you can move up to your speed toward
Ability Score Increase. Your Strength score increases by an enemy of your choice that you can see or hear. You
2, and your Constitution score increases by 1. must end this move closer to the enemy than you started.
Draconic Ancestry. Your breath weapon deals fire damage
in a 15-foot cone. Your breath weapon imposes a
Dexterity saving throw. You have resistance to fire
damage. Dragonsong
Indomitable. You gain proficiency in the Intimidation skill.
You have advantage on saving throws against being Half silver dragons have developed their own variation
of the Bladesinger tradition, called the Dragonsinger,
charmed or frightened. which utilises the power of the Dragon Voice. Only
Silver those who speak Draconic can choose this arcane
tradition. It is identical to the Bladesinger tradition,
Ability Score Increase. Your Intelligence score increases except that Bladesong is renamed to Dragonsong, you
by 2, and your Strength score increases by 1. have advantage on Strength (Athletics) checks instead
Draconic Ancestry. Your breath weapon deals cold of Dexterity (Acrobatics) checks during your
damage in a 15-foot cone. Your breath weapon imposes a Dragonsong, you can choose a two-handed melee
Constitution saving throw. You have resistance to cold weapon for your weapon proficiency, and you can use
damage. two hands to make an attack with a melee weapon
Fascinated by Mortals. You gain proficiency in the History without ending the Dragonsong.
skill. When using your breath weapon, you can instead
choose to target a single creature within 15 feet of you
11
Racial Feats
Improved Breath Weapon Dragon Form
Prerequisite: Half Dragon Prerequisite: Half Dragon, Improved Breath Weapon feat,
12th-level
Extensive training has granted you greater control over
your Breath Weapon, allowing you to enhance its speed, As you strive to ascend to dragonhood, you have gained a
power, and range. lesser dragon form of your Draconic Ancestry's dragon.
While all half dragons aspire to assume their rightful true
When you roll to regain the use of your breath weapon dragon form, only those truly dedicated to this goal will be
trait, you regain it on a 5 or 6 on the d6 die roll. blessed with a lesser dragon form. This form varies in
You gain a number of empower points equal to your appearance, but it always looks similar to the half dragon's
proficiency bonus. Each time you use your Breath draconic ancestry. Sometimes it has wings like a wyvern,
Weapon trait you can expend an empower point and with four limbs instead of the true dragon's six, including
choose one of the following benefits: You can use your wings. Other times, the dragon form looks like a smaller or
breath weapon as a bonus action, its damage is more humanoid version of their dragon ancestor.
increased by 2d6, or its range is doubled (30-foot cone or Regardless, the form drains those who use it, and as
60-feet long line that is 10 feet wide). You can only gain such, they are only able to stay in this form for a limited
each benefit once per use of your breath weapon, but time. Afterwards, these half dragons require rest in order to
you can expend more empower points to gain multiple regain access to this form. Despite its power and majesty,
different benefits at once. the dragon form pales in comparison to the ascension to
You regain one empower point after finishing a short rest, dragonhood. And this gift only makes them strive harder to
and all of them after finishing a long rest. achieve their true and ultimate form.
12
You gain blindsight out to a range of 10 feet.
You can use your bonus action to change into a large This only applies to those you've damaged with your bite
sized form based on your ancestral dragon. Your trans- attack, breath weapon, or spells.
formation lasts for 1 minute or until you end it as a You gain temporary hit points equal to twice your level.
bonus action. You can regain this form after finishing a Your AC and other defensive boons remain the same
long rest. Your weapons merge with you, and the (your scaled body parts can be used as your shield).
magical bonuses of your equipped melee weapons are However, your AC cannot be lower than 15 + your
transferred to your bite attack. If you are able to attack Dexterity modifier.
with your claws, wings, or tail then you can continue to If you ascend to dragonhood, then your True Dragon Form
do so. This form doesn't hinder class abilities or replaces this Dragon Form. In which case, you can
spellcasting, nor the use of spell components. In immediately choose a new feat instead of this one.
addition, for each minute that you haven't entered
combat while in this form, you can extend its duration by
1 minute, up to 10 minutes total. Ascending to Dragonhood
This transformation grants you the following benefits: All half dragons seek to ascend to their dragonhood, gaining
the form and power of a true dragon of their chosen
You gain a flying speed of 30 feet Draconic Ancestry. The following boon is only granted with
the permission of the DM, and as such, the following rules
You gain a bite attack, which you can use to make are directed at the DM:
unarmed strikes. If you hit with them, you deal piercing If you (the DM) are using the Epic Boons optional rule
damage equal to 1d8 (2d6 if you were wielding a two- from the Dungeon Master’s Guide (page 231), then once the
handed weapon) + your Strength or Dexterity modifier half dragon player reaches 20th level, you can wish to allow
(your choice). Your bite counts as a finesse weapon. If them to begin research, training, or tribulations that, once
you originally had a bite attack that uses higher damage completed, grant them the following epic boon:
dice, then you can use those damage dice instead.
True Dragon Form
You gain the effects of the Enlarge option from the As an action, you can transform into your chosen dragon
enlarge/reduce spell. type as if you had cast the shapechange spell. Unlike the
Your breath weapon immediately recharges after you normal shapechange spell you can only use your action to
change into your dragon form. Whenever you use your assume your original form, or return to your True Dragon
breath weapon during your Dragon Form, you can Form. Your True Dragon Form doesn't hinder your use of
empower it with one of the three empower options spell components, and is capable of all actions that require
of the Improved Breath Weapon feat without hands or speech. This replaces your Dragon Form
expending an empower point. The rules of transformation, if you have taken the Dragon
the feat remain the same. Form feat. Unlike the normal shapechange spell, if
you concentrate on this transformation for the full
Once per turn, you can deal bonus duration, the transformation becomes permanent
damage (of your chosen dragon's (until this True Dragon Form loses all of its hit points)
damage type) equal to your and you no longer need to maintain your concentration
level to a single target you to remain in your True Dragon Form. After losing this
have damaged that turn. form, you regain the ability to transform in this way when
you finish a long rest. Unlike the normal shapechange spell,
you can use your legendary actions and lair actions while in
your True Dragon Form.
In addition, you permanently gain the blindsight and
darkvision senses from your True Dragon Form.
Your True Dragon Form's breath weapon replaces your
original form's breath weapon, but it can also benefit from
your Improved Breath Weapon feat.
If you are a half sapphire dragon (page 14) with the
improved breath weapon feat, you can also turn your breath
weapon into a Mind Blast while in your True Dragon Form.
If you are a half celestial dragon (page 14), then those
that succeed on their saving throws against your True
Dragon Form's breath weapon can still be blinded by your
breath weapon afterwards, ignoring the rules of your
Radiant Dragon trait.
You can find the statistics of your chosen dragon type on
page 86 of the Monster Manual or under the additional
dragon types listed on pages 91 to 99.
13
for these spells. When you cast the detect thoughts and
Additional Half Dragons misty step spells, they don't require any components.
When creating a half dragon, you can choose one of these
additional subrace options with your DM's permission.
Steel dragons are a type of metallic dragon, sapphire Mind Blast
dragons are a type of gem dragon, and celestial dragons are
their own subspecies of dragon. For game purposes, steel If you are a half sapphire dragon with the Improved
Breath Weapon feat, then you can spend 2 empower
and sapphire dragons count as metallic dragons, and points to turn your breath weapon into a Mind Blast
celestial dragons count as chromatic dragons. instead. Those affected must instead make an
Intelligence saving throw, suffer psychic damage
Draconic Ancestry instead of thunder damage, and if they fail their saving
throw they are also incapacitated until the end of their
Celestial next turn. If you also have the Telepathic feat, then the
Ability Score Increase. Your Strength, Wisdom, and cost is reduced to 1 empower point instead. You must
Charisma scores each increase by 1. have your DM's permission to use this option.
Draconic Ancestry. Your breath weapon deals radiant
damage in a 15-foot cone. Your breath weapon imposes a
Constitution saving throw. You have resistance to radiant Steel
damage. Ability Score Increase. Your Strength, Intelligence, and
Radiant Dragon. You know the light cantrip, and it doesn't Charisma scores each increase by 1.
require any components when you cast it, but you can Draconic Ancestry. Your breath weapon deals acid
only cast it on yourself. Those that fail their saving throw damage in a line 30 feet long and 5 feet wide. Your breath
against your breath weapon become blinded until the end weapon imposes a Dexterity saving throw. You have
of their next turn. Those that succeed on this saving resistance to acid damage.
throw cannot be blinded this way for the next 24 hours. Metal Affinity. You have proficiency with the longsword,
Sapphire
greatsword, and medium armor. You gain a +1 bonus to
your AC while not wearing heavy armor. Instead of this
Ability Score Increase. Your Intelligence score increases bonus, you can calculate your AC as 13 + your Dexterity
by 2, and your Strength score increases by 1. modifier. A shield’s benefits apply on top of either option.
Draconic Ancestry. Your breath weapon deals thunder
damage in a 15-foot cone. Your breath weapon imposes a
Constitution saving throw. You have resistance to thunder
damage. Divine Attack
Psionic Dragon. You know the mage hand cantrip, and the
hand is invisible and doesn't require verbal components If you are a sorcerer with the Divine Soul sorcerous
origin, and provided you have your DM's permission,
when you cast it. When you reach 3rd level, you can cast then you can exchange your Empowered Healing
the detect thoughts spell once with this trait, and you feature with the Divine Attack feature:
regain the ability to do so when you finish a long rest. At When you use your action to cast one of your cantrips,
5th level, you can cast the misty step spell once with this you can make one weapon attack as a bonus action.
trait, and you regain the ability to do so when you finish a You gain proficiency with one weapon of your choice.
short or long rest. Intelligence is your spellcasting ability
14
Celestial Dragons vague and distant. They will live multiple lives throughout
Also known as lung dragons or T'ien Lung dragons, these their lifespan, called the "chain of lives". At the end of each
dragons are revered in eastern cultures. They are feared for life they will create a work of art that contains their
their heavenly wrath breath weapons, which burn and blind collected wisdom; a teacher could create a book, and an
foes with radiant fire. They have a reputation for being fair adventurer could create a magical item. They will store
but also very harsh. Half celestial dragons are often these in a vault called "the Composition", which will be
employed by celestials, and are renowned as wise monks. their legacy, to be shared at the true end of their life. They
Celestial dragons are sometimes called lunar or solar believe that Io created them for this purpose, to share the
dragons due to their radiant and celestial appearance. They wisdom they have learned this way with others. Steel
are believed to be an offshoot of astral dragons who left the dragons spend most of their life in human form, except
astral sea, as they too do not have wings, but can still fly. when they try to find a mate. After finding one they would
start a "semi-life" where they live in a human form with
Sapphire Dragons their "soul mate", while taking care of their full-blooded
Sapphire dragons are a type of gem dragon with crystalline dragon children in between, using their magic to disguise
blue scales, which are inherited by their half dragon off- them. These children will then move to different cities once
spring. Sapphire dragons are known for their psionics, and they are grown up, while the parents will create a new semi-
also for being capable tacticians. Half sapphire dragons are life together, or go their own ways to meet up again later.
renowned as gifted psychics, and are known for being com- Playing as a half steel dragon
passionate yet also pragmatic when the need arises. The
horns and tip of the tail of half sapphire dragons are crystal- Half steel dragons that live among humans appear as a
like, which become smoother and change as they grow human or half human, depending on the mortal parent. Half
older, until they look identical to those of sapphire dragons. steel dragons in human societies would often live much of
their life unaware of their true nature, but they could find
Steel Dragons strange occurrences that would hint at their heritage; such
Steel dragons are amiable, curious, and witty metallic as a surprisingly durable skin, and an affinity towards metal.
dragons, that would rather spend their time among human They would be unable to use their breath weapon, unless
cultures than in their own true forms. They prefer to invest they were made aware of it. Either by their family or by
in property and business unlike other dragons, who great stress. When used, it would temporarily reveal their
preferred to hoard monetary treasures. Steel dragons can true nature to those within 30 feet of them, and make the
cast divine magic as arcane spells, which is one of the half steel dragon aware of its true lineage. This disguise can
blessings they have received from Io. They are gifted not be detected by magic, but other (half) steel dragons will
shapechangers, and retain many benefits of their draconic see through this deception. However, half steel dragons that
bodies even while in their disguises. Their guise will age at live among other half dragons for an extended period of
the normal rate of the race they changed into, which they time will appear as they truly are, half dragons with horns
call Time Touching. When their mortal life will have run its and a draconic lower body. Through a secretive ritual, half
course, they will shed their memories in a process called steel dragons can change into other forms like their full
"Vaulting", where they will store their previous memories. blooded steel dragon kin can. Half steel dragons, like their
That way they can live their next life without any bias and dragon ancestors, prefer to talk instead of entering conflict.
prejudices from their previous one. An exception is their When they do fight, they generally avoid melee and rely on
soul mate and full dragon children, whose memories stay their magical spells, even though they can hold their own
vivid, as the other memories quite well. Remarkably, they have many Divine Soul
around them feel sorcerers, which most believe is a blessing from
Io. Steel dragons would sometimes organize
themselves, but the vaulting would erase the
memories of their half dragon offspring. As such,
half steel dragons have created their own separate
society called the Confluence, a loose and
secretive association of half steel dragons. The
Confluence originated with a pair of steel dragons,
Auntyrlothtor and Quituryte.
They fought against the
malaugrym, evil shapeshifters,
together with a group of noble
women. In time, the two
brothers produced half-breed
offspring with these noble
women, who were then
raised in secret by the
noble families of the original dames. These
half-breed nobles proved vital in repelling
the malaugrym when they subtly attacked
again. In order to stop future resurgences,
they founded the Confluence to control or
eliminate any shapechangers
who entered their cities.
15
This ability enables them to fashion secure homes in places
Kobold, Revised where other creatures wouldn't feel safe. Their favorite past
“KOBOLDS ARE A LOT LESS CUTE WHEN THEY LEARN HOW TO CAST time is bathing, and they are masters at finding natural
fireballs.” springs and even hot springs. The latter also being quite
— Volothamp Geddarm popular among half dragons, and kobolds generally have no
problem sharing these finds with mighty "dragons".
Kobolds are often dismissed as cowardly, foolish, and weak, Kobolds take advantage of their size by creating small-
but these little reptilian creatures are clever with their diameter tunnels that they can easily pass through, but that
hands, and viciously work together in order to overcome require larger creatures to hunch or even crawl to make
their physical limitations. Kobolds are short in stature, progress. Due to their small size, many kobold often feel
despite the draconic blood running in their veins, with the that there's safety in numbers. As such they rarely strike out
tallest of them barely reaching 3 feet and weighing no more on their own, unless it's a mission of great importance or
than 35 pounds. Because of their small size, kobolds often they are serving or proving themselves to a dragon.
have to adopt unorthodox means of achieving victory. This A kobold can be fooled with smooth words or a quick wit,
usually leads to traps, which kobolds are well known for but when the kobold figures out it has been tricked it will
making. remember the affront, and when possible will retaliate
Unlike the true dragons they worship, kobolds don't have against that person somehow, even if merely in a petty way.
set colors that reflect certain personality traits. Whole Though they are far less grudgeful against dragons, feeling
tribes usually are the same one or two colors, and the color that they act so because the kobold must prove its worth.
of a kobold has no bearing on its abilities or skill set. Some kobolds are more in touch with their draconic
Kobolds display many of the traits that true dragons display, heritage and grow wings. These are known as winged
and are often either proud, or vain (or both). While kobolds or dragonwrought kobolds. Kobolds who gain their
individual kobolds prefer to run away from a fight, they wings later on in life as called urds, and are equally revered.
know that there is greatness within them, and they are
proud that they are the blood-kin of dragons. Despite this, a Kobold Names
typical kobold acknowledges its weakness in the face of a Kobold names are derived from the Draconic tongue and
hostile world, as well as the superior might of true dragons. usually relate to a characteristic of the owner, such as scale
They find satisfaction in their work, the survival of their color, distinctive body parts, or typical behavior. For
tribe, and the knowledge that they shares a heritage with example, "Red Foot, "White Claw" and "Scurry" are
mighty dragons. While the individual kobold can be Common translations of often-used names. A kobold might
cowardly, this changes when they fight directly alongside change its name when it becomes an adult, or add
their tribe. They believe that they will be rewarded in the additional word-syllables after important events such as
afterlife if they die in the service of their tribe, and as such completing its first hunt, laying its first egg, or surviving its
are far less fearful. Kobolds, aside from the occasional first battle. Because kobolds can change sex to suit a tribe's
adventurer, are also quite content with their lives, provided needs, they don't differentiate between male or female
they can mine and be with their families, and receive the names.
occasional praise from dragons.
Kobolds are renowned for their worship of dragons, in Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox,
which case they cast aside any pride they have and willingly Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik,
and proudly serve such mighty creatures without a thought Sniv, Taklak, Tes, Urak, Varn
of treason. If the dragon expresses cruelty, they will tolerate
it or simply go away instead of seeking revenge. They even
display strong acts of courage while within their service.
Strangely, they have the same sentiment towards
dragonborn and half dragons, whom they consider to be
dragons. This often leads to the annoyance of dragonborn,
many of whom hold resentment towards dragons for
past slavery. However, their obsessive loyalty and
devotion, and their skill at handling the sewage of
draconic communities, causes the other draconic races
to tolerate their presence.
And those that are able
to put their pride aside
acknowledge that
more than one
draconic community
has been saved by
using the kobolds
overwhelming numbers
and unorthodox way of fighting.
Kobolds are naturally skilled at
tunneling. Similar to dwarves, they
have a near-instinctive sense of what
sections of stone or earth are strong or
weak, are bearing a load or are safe to
excavate, or are likely to contain minerals or
offer access to water.
16
Kobold Traits
As a kobold, you gain the following traits. Weasel Companions
Ability Score Increase. Your Dexterity score increases Kobolds train and domesticate giant weasels and dire
weasels as hunting companions, guard animals, and
by 2, and your Intelligence or Charisma score increases by mounts. These domesticated weasels are stronger than
1 (your choice). their wild counterparts, and trained to work well in
Age. Kobolds reach adulthood at age 6 and can live up to groups. A domesticated giant weasel has the statistics
120 years, but rarely do so. Those that live within or near of a wolf (Monster Manual page 341), and a
draconic communities tend to live longer. domesticated dire weasel has the statistics of a dire
Alignment. Kobolds rely on the strength of their group, wolf (Monster Manual page 321), except both also
possess Darkvision with a range of 60 feet. At your
which makes them tend toward law. Kobolds living within DM's discretion, you can gain a domesticated weasel
or near draconic communities are often neutral. as your companion during your adventures. This weasel
Size. Kobold are between 2 and 3 feet tall and weigh is friendly to you and your companions and obeys any
between 25 and 35 pounds. Your size is Small. simple verbal commands that you issue to it (no action
Speed. Your base walking speed is 30 feet. required by you) such as attack or guard, but it will only
allow kobolds to ride it as a mount. If you have
Darkvision. You can see in dim light within 60 feet of you proficiency in the Animal Handling skill, and you train
as if it were bright light, and in darkness as if it were dim with your weasel regularly (at your DM’s discretion),
light but only in shades of gray. you can add your proficiency bonus to your weasel's
Burrower. As an action while holding a pickaxe or shovel, damage rolls, and any ability check the weasel makes.
you can grant yourself a burrow speed of 10 feet through This does not stack with similar effects, such as from
non-rock earth until the end of your turn. When you use the Beast Master's Ranger's Companion feature.
your burrow speed with this trait, you clear the path behind
you. This path is accessible for Medium and smaller
creatures, but it counts as difficult terrain for Medium
creatures. At your DM's discretion, while holding a pickaxe,
you can also burrow this way through tougher materials.
Center of Attention. As a bonus action, you can distract Playing as a Dragonwrought Kobold
enemies within 10 feet of you. This can be done by You may choose to play as a regular dragonwrought
cowering pathetically, shrieking furiously, boasting kobold, born with wings from a special egg.
arrogantly, or through different means. Until the end of your If you choose this variant, you gain the Urd Feat at
next turn, you and your allies have advantage on attack rolls 1st level, but you lose the following racial traits:
Burrower, Center of Attention. and Skilled Trapper.
against any of those enemies who could see or hear you.
You can use this trait a number of times equal
to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Skilled Trapper. You gain proficiency
with the thieves' tools, and whenever
you make an ability check to create
traps (Xanathar's Guide to
Everything page 84) your
proficiency bonus is doubled.
Fleeting Courage. When you
succeed on a saving throw, your
next attack roll or saving throw
you make before the end of your
next turn has advantage.
Languages. You can speak,
read, and write Common and
Draconic. Draconic is thought to
be one of the oldest languages
and is often used in the study of
magic. The language sounds
harsh to most other creatures
and includes numerous hard
consonants and sibilants.
17
d6 Kobold Invention
Racial Feats Acid. You hurl a flask of volatile acid to a location within
Kobold Inventor 20 feet of you. Those within 10 feet of that location
1 must make a Dexterity saving throw, taking 2d6 acid
Prerequisite: Kobold, the Skilled Trapper racial trait damage on a failed save, or half as much damage on a
successful one.
You are resourceful and clever for a kobold, although quite
eccentric as well. You gain the following benefits: Pocket Sand. You throw sand at a creature within 5 feet
2 of you. The target must succeed on a Dexterity saving
Your created traps (found on page 84 of Xanathar's throw or be blinded until the end of your next turn.
Guide to Everything) deal double the standard damage. Scorpion on a Stick. You attack a creature within 5 feet
You can create a trap once outside your short rests, and of you with a scorpion tied to the end of a 5-foot-long
within 1 minute. You regain the ability to make a trap pole. The target automatically suffers 1 piercing
this way after finishing a short or long rest. damage and it must make a Constitution saving throw,
You carry six of your inventions with you, and you can 3 taking 2d6 poison damage on a failed save, or half as
use each of the options listed in the Kobold Invention much damage on a successful one. On a failed save the
table as an action once. Their DC is 8 + your proficiency target is also poisoned for 1 minute. The affected target
bonus + your Intelligence modifier. All initial damage can repeat the saving throw at the end of each of its
caused by your inventions increases by an additional turns, ending the effect on a success.
1d6 at 8th level, 12th level, 16th level and 20th level. You Skunk in a Cage. You release a skunk into an unoccupied
also add your proficiency bonus to the attack rolls of 5-foot-square space within 20 feet of you, which
your insect swarms. You can choose to panic and use immediately sprays a random creature within 5 feet of
one of your inventions as a bonus action instead of an 4
it. The target must make a Constitution saving throw.
action, however you must then roll a d6 die to determine On a failed save, the target retches and can't take
which invention you use. If you roll a used invention, actions for 1 minute. The target can repeat the saving
then nothing happens. While using an invention this throw at the end of each of its turns, and whenever it
way, you can choose not to cause its effects. You can only takes damage, ending the effect on a success.
(try to) use one invention each turn. After finishing a Volatile Fire. You hurl a flask of fire to a creature within
long rest, and spending 10 minutes to forage and 20 feet of you, who must make a Dexterity saving
prepare, you regain all expended uses of your inventions. 5
throw. On a failed save, the target suffers 1d6 initial fire
damage, and 1d6 additional fire damage at the start of
These inventions look like a mess of scrap or alchemy, each of its turns. A creature can take an action to
therefore others are unwilling to purchase them. Other extinguish the flames.
creatures are unable to use your inventions. Wasp Nest in a Bag. You throw a basket into a 5-foot-
square space within 20 feet of you. A swarm of insects
Pack Tactics 6 (wasps) emerges from it. It takes its turn after yours and
attacks the nearest creature until that creature is redu-
Prerequisite: Kobold ced to 0 hit points, after which the swarm disperses.
You excel at teamwork, fighting side by side against all
odds. Nimble Kobold
You have advantage on an attack roll against a creature Prerequisite: Kobold, the Center of Attention racial trait
if at least one of your allies is within 5 feet of the
creature and the ally isn’t incapacitated. You can only Your nimble nature allows you to take advantage of
benefit from this feature once on each of your own turns. openings in enemies defenses made by an allies attack.
When you gain the effect of your Fleeting Courage racial
trait, and before you benefit from this boon yourself, you You can move through the space of any creature that is
can use your reaction to grant this boon to an ally who of a size larger than you.
can see you instead. You can take the Disengage or Dash action as a bonus
action on each of your turns.
Pickaxe Mastery When an ally makes a melee attack against a creature
within 5 feet of you, you can use your reaction to make
Prerequisite: Kobold, the Burrower racial trait one melee weapon attack against that creature.
Your time spent wielding a pickaxe allows you to wield it
with devastating efficiency. You gain the following benefits: Urd
You can use a pickaxe as a melee weapon with the Prerequisite: Kobold
finesse and versatile properties, which deals 1d8 Dragonwrought kobolds have strong ties to their draconic
piercing damage (1d10 when used with two hands). You ancestors, and are revered by other kobolds. Kobolds who
are proficient with pickaxes used this way, and you gain become dragonwrought later in life are called Urds.
a +1 bonus to attack rolls you make with the weapon.
Whenever you attack with a pickaxe, you can swing You gain the Hardened Scales and Wings racial traits
wildly, causing your attack to have disadvantage. If you from the dragonborn (page 7).
hit, you deal additional damage equal to double your You have advantage on saving throws against being
proficiency bonus. paralyzed, and magic can’t put you to sleep.
Whenever you have disadvantage on an attack roll you You have resistance to the damage type associated with
make with a pickaxe, the target still takes piercing your dragon ancestor. Choose a dragon from the
damage equal to your Strength or Dexterity modifier dragonborn's Draconic Ancestry table (page 6) to
(your choice) if the attack misses but the higher of the determine the damage type.
two d20 rolls would have hit.
18
The more civilized sharptooth lizardfolk either live near
Lizardfolk, Revised bodies of water and swamps, or roam the plains, riding
“IF YOU’RE CONSIDERING TAKING A SCALED ONE ALONG ON AN large prehistoric beasts, such as triceratops or
adventure, remember this important fact. The strange, styracosaurus, into battle.
inhuman glint in its eyes as it looks you over is the same These sharptooth lizardfolk usually don't keep livestock,
look you might give a freshly grilled steak.” as they prefer to hunt or fish. They usually wear headgear
with feathers of birds, and they are a little more advanced
— Tordek, dwarf fighter and adventurer as they live in tipi instead of homes made out of mud. They
are also among the most successful of lizardfolk, as many of
Despite not being a member of the draconic races, the their tribes have formed strong alliances with the other
lizardfolk echo many similarities, and some even worship races over the years. Unlike most lizardfolk, these
and serve dragons for their shared reptilian attributes. sharptooth lizardfolk venerate their ancestors, and follow a
Lizardfolk are covered from head to tail in thick scales of code of honor. They refer to their ancestors as dragons,
various shades of color, and their fanged maw and sharp however they are not descendants of dragons, which is
claws make them dangerous foes, even when unarmed. evident by the fact that kobolds don't worship them in any
They are hardy survivors, whose lack of technological shape or form. The word dragon is a misunderstanding, as
advancement is compensated by their ferocity in battle and in their language (which is a slightly different version of
ingenuity. draconic) dragon refers to large and powerful reptilian
Most lizardfolk are pragmatic, and can come across as creatures. What they are referring to are ancient and
cold. This is due to their alien minds, which are heavily terrifying lizards commonly known as dinosaurs.
focused on survival, and leave little room for emotions.
Concepts such as honor are lost on most of them, as they Relationship with other races
strive to survive against all odds. Most lizardfolk are pragmatic, and are seen as cold. There
An exception to this is a variant of sharptooth lizardfolk, is a saying that when a lizardfolk looks at you funny, that he
which scholars dub "high lizardfolk". The tribes of these is likely sizing you up as a potential meal. And while most
more civilized lizardfolk are different in that they not only lizardfolk have a strong sense of cooperation, they will often
understand common emotions but also feel them, and they not hesitate to prevent your body from going to waste
are known for their strong sense of honor. This concept is should you die.
alien to most lizardfolk, but it also allows them to cooperate A lizardfolk who lives among other humanoids can, over
with other intelligent races far more easily. time, learn to respect other creatures’ emotions. The
lizardfolk doesn’t share those feelings, but instead assesses
An adaptive race them in the same clinical manner. Yes, the fallen dwarf
Lizardfolk generally focus on survival above all, without any might be most useful as a meal, but hacking the body into
unnecessary sentiments. Their mindset might sometimes steaks provokes aggression in the other humanoids and
seem cruel, but it helps them survive in a hostile environ- makes them less helpful in battle.
ment. The swamps and jungles they inhabit are filled with a At their core, lizardfolk view other humanoids with an
staggering variety of threats. indifference verging on pity. Born into the world lacking
Blackscale lizardfolk are extraordi- stout scales and sharp teeth, it’s a wonder they have
narily aggressive. They are the only
lizardfolk with the ability to see in the dark,
which scholars have speculated is due to
black dragon blood running in their veins.
This theory is further supported by their
natural resistance against acid, and
dark-hued scales.
Poison dusk lizardfolk are the smallest
of the lizardfolk, but are masters of camouflage
and poison. Using them both to deadly effect.
They know how to create an oily substance
which reacts to the natural chemicals
within their chameleon skin. When
applied to clothes or armor, it causes
these to change color as well, granting
them camouflage. However, like most
lizardfolk, they usually fight without
such trappings because their own
natural hides provide sufficient
protection.
Sharptooth lizardfolk are the
most numerous of the lizardfolk,
and are usually the most ingenious
and focused on survival. Some call
them cowardly or opportunistic,
but they simply assess situations
based on what gives them the
best chance to survive.
19
managed to survive for so long. The typical human would Ability Score Increase. Your Constitution score
barely make it through a day in the swamps. increases by 2.
Still, if other creatures prove themselves useful to the Age. Lizardfolk reach maturity around age 12 and rarely
lizardfolk, those creatures can trigger a protective response live longer than 60 years. However, some sharptooth tribes
made all the stronger by their apparent weakness. The are known to live to be around 80.
lizardfolk assess such beings as hatchlings, young ones Alignment. Most lizardfolk are neutral. They see the
incapable of protecting themselves but who might prove world as a place of predators and prey, where life and death
useful in the future if they receive care. are natural processes. They wish only to survive, and prefer
The more civilized sharptooth lizardfolk are an exception to leave other creatures to their own devices. The more
to this rule, as they follow codes of honor and can genuinely civilized sharptooth lizardfolk follow a code of honor, and
understand and feel emotions. These are also the lizardfolk tend to be neutral good.
who are most likely to trade with the other races, and go on Size. Lizardfolk vary in size, with poison dusk standing
adventures. around 4 feet, blackscale around 8 feet, and sharptooth
Lizards and Dragons being around 6 to 7 feet on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Although the lizardfolk are not a draconic race, their fates Natural Weapons. Your fanged maw is a natural
are often intertwined with that of dragons. Black and green weapon, which you can use to make unarmed strikes. If you
dragons often share the same habitats, and are known to hit with your bite, you deal piercing damage equal to 1d6 +
employ lizardfolk as minions after sufficient intimidation. your Strength modifier, instead of the bludgeoning damage
On the other hand, lizardfolk face far less prejudice from normal for an unarmed strike. You can also use your claws,
the draconic races, such as dragonborn and half dragons. which follow the same rules as your bite, but deal 1d4 +
They respect dragonborn the most as they feel that their your Strength modifier slashing damage instead.
natural weapons make them the most self-sufficient, even Natural Armor. You have tough, scaly skin. You can
though they find it odd that the scales of most dragonborn calculate your AC as 13 + your Dexterity modifier. A shield’s
are soft. benefits apply as normal while you use your natural armor.
The Steelscale dragonborn are the exception, as their Cunning Artisan As part of a short rest, you can harvest
scales are equally hardened across their body, as opposed bone and hide from a slain beast, construct, dragon,
to the lizardfolk who have areas on their body that are monstrosity, or plant creature of size Small or larger to
thicker than others. create one of the following items: a shield, a club, a javelin,
Because of this, Steelscale dragonborn may benefit from or 1d4 pieces of ammunition.
their scales as an extra layer of defense (unless their scales Languages. You can speak, read, and write Common and
are completely supplanted by heavier armor), while the Draconic. Draconic is thought to be one of the oldest
lizardfolk's hide is a mere substitute for real armor. How- languages and is often used in the study of magic. The
ever this is adequate for most lizardfolk, as they are able to language sounds harsh to most other creatures and
do just fine by wearing little in very hostile environments. includes numerous hard consonants and sibilants.
Half dragons are greatly respected for their power and Subraces. Choose one of the subraces below. Your
draconic lineage, while kobolds are seen as either an choice will determine additional benefits.
annoyance or a meal.
The more civilized lizardolk however will generally Subraces
extend their respect to kobolds as well, provided they pose
no threat to their tribe. Sharptooth
The sharptooth are the most numerous of the lizardfolk,
Lizardfolk Names and usually live in and around bodies of water. They either
actively hunt or float just below the water's surface, waiting
Lizardfolk take their names from the Draconic language. for an unsuspecting animal to drink or swim by. The more
They use simple descriptive terms granted by the tribe civilized ones tend to roam more, forming tribes that hunt
based on an individual’s notable deeds or actions. around bodies of water as well as on the plains.
Lizardfolk make no distinction between male and female in Ability Score Increase. Your Wisdom score increases by
their naming conventions. Each example name includes its 1.
translation in parenthesis. Amphibious Stalker. You have a swim speed of 30 feet,
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra and you can hold your breath for up to 15 minutes at a time.
(animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Hungry Jaws. In battle, you can throw yourself into a
Jhank (hammer), Kepesk (storm), Kethend (gem), Korth vicious feeding frenzy. As a bonus action, you can make a
(danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik special attack with your bite. If the attack hits, it deals its
(song), Othokent (smart), Sauriv (eye), Throden (many), normal damage, and you gain temporary hit points equal to
Thurkear (night), Usk (iron), Valignat (burn), Vargach your Constitution modifier (minimum of 1), and you can’t
(battle), Verthica (mountain), Vutha (black), Vyth (steel) use this trait again until you finish a short or long rest. At
6th level you add your proficiency bonus to both the damage
Lizardfolk Traits dealt and the temporary hit points gained.
Lizardfolk have many innate abilities derived from Hunter's Lore. You gain proficiency with two of the
centuries spent warring among each other and defending following skills of your choice: Animal Handling, Nature,
themselves from the threats present in the jungles and Perception, Stealth and Survival.
swamps where they make their home.
20
Poison Dusk Feats
The poison dusk are the smallest of the lizardfolk, and are
renowned for their chameleon like skin and deadly poisons. Reptilian Regeneration
They have poisonous glands that make them less desirable
to predators, from which they have learned to distill poison. Prerequisite: Lizardfolk
They value stealth and quick strikes over open battle, and
are experts at ambushing. They enjoy the thrill of pursuit, You live a dangerous livestyle, and your body had to adapt to
and hunt down their quarry relentlessly. Their determina- survive, allowing you to heal grievous wounds.
tion never waivers, once they commit to something they will On a short rest, if you choose to expend Hit Dice, you
see it through. They live in secluded places and guard the regain an additional amount of hit points equal to your
secret location of their nests with their lives. They do not proficiency bonus per Hit Die rolled. Additionally, you
discriminate, all trespassers to their lands die the same. regrow severed body parts (fingers, legs, tail, and so on)
Ability Score Increase. Your Dexterity score increases within 1d4 days.
by 1. You can release a surge of regeneration in your body as a
Chameleon Skin. You can try to hide even when you are bonus action. You regain a number of hit points equal to
unobscured by pressing yourself up against a solid surface 2d6 + half your level (rounded down). You can't regain hit
next to you, such as a tree or wall, that is at least as tall and points this way again until you finish a short or long rest.
wide as you are. You can also hide by pressing yourself
against the ground, provided you are in the prone position. Poisoner (revised)
While hiding this way you have advantage on Dexterity
(Stealth) checks, provided you are out of combat and you You have a great understanding of the creation and
remain there without moving or taking actions. application of poisons and gain the following benefits:
Racial Poison. As part of a long rest you can distill You gain proficiency with the poisoner's kit if you don’t
poison from your own glands. You gain a number of doses already have it, and when you attempt to harvest a dose
of racial poison equal to half your proficiency bonus of poison from a poisonous creature you have advantage
(rounded down) which last 24 hours before drying. You can on the required ability check.
use a dose of this poison to coat one slashing or piercing When you make a damage roll, you ignore resistance to
weapon or up to three pieces of ammunition. Applying the poison damage.
poison takes an action. You can apply poison to a weapon or piece(s) of
A creature hit by the poisoned weapon or ammunition ammunition as a bonus action, instead of an action.
takes an additional 1d4 poison damage. This damage With one hour of work using a poisoner’s kit, and
increases to 1d6 when you reach 6th level, and to 1d8 when spending 50 gp worth of materials, you can create a
you reach 14th level. Once applied, the poison retains number of doses of potent poison equal to your
potency for 1 minute before drying. proficiency bonus. You can use a dose to coat one
Hitting a target with a weapon or piece of ammunition slashing or piercing weapon or one piece of ammunition
that is poisoned this way will not remove the poison before as a bonus action. Once applied, the poison retains
that minute has passed. potency for 1 minute or until you hit with the weapon or
Predator. You gain proficiency in the Survival skill. In ammunition. Those hit must make a DC 14 Constitution
addition, you have advantage on Wisdom (Survival) checks saving throw or take 2d8 poison damage and become
to follow tracks and hunt wild game. poisoned until the end of your next turn.
Blackscale
The blackscale are the largest and strongest of the lizard-
folk, and are also the most aggressive. Their tribes often
seek to expand the territory they hold, and kill any creature Variant Poison Harvesting
who gets in their way. They often prefer nightly raids, At your DM's discretion, you can use the following
relying upon their innate darkvision. They are also known variant rule for harvesting poison from slain foes
for their natural resistance against acid, which some instead of the one listed in the Dungeon Master's
scholars speculate is due to black dragon blood running in Guide (page 258):
their veins. Blackscales have no patience for cunning ploys Poison Extraction: When poisonous creatures are
and setting traps, thinking that these are the tools of killed, the player can attempt to harvest all their poison
over the course of 10 minutes, followed by making an
smaller, weaker lizardfolk. They prefer to just hit hard. Intelligence (Nature) check using the poisoner's kit
Ability Score Increase. Your Strength score increases (proficiency with the poisoner’s kit applies to this
by 1. check if the player doesn’t have proficiency in Nature)
Acid Resistance. You have resistance to acid damage. against the poison's save DC, for each type of creature.
Aggressive. As a bonus action, you can move up to your On a success, the player extracts 1d4 doses of poison
from all the dead creatures combined for that type of
speed toward an enemy of your choice that you can see or creature. On a failure, all the poison is wasted, and
hear. You must end this move closer to the enemy than you those who are not proficient with the poisoner's kit
started. suffer the effects of the poison. Players can use one
Darkvision. You can see in dim light within 60 feet of you dose of harvested Injury type poison to coat one
as if it were bright light, and in darkness as if it were dim slashing or piercing weapon or one piece of ammuni-
light but only in shades of gray. tion. Once applied, the poison retains potency for 1
minute or until you hit with the weapon or ammunition
Powerful Build. You count as one size larger when (this works different than basic poison or the poison
determining your carrying capacity and the weight you can dusk's racial poison, which both last the full 1 minute
push, drag, or lift. duration instead). Applying the poison takes an action.
21
Chapter 2
Subclasses
You can gain a maximum amount of fury points equal to
Path of the Dragon your proficiency bonus, and you lose any remaining fury
Barbarians are well known for tapping into primal powers, points when your rage ends. You can use your fury points to
but only a few can tap into one of the most ancient and enhance your natural weapons in the following ways:
primeval of them all; the power of dragons. Bite: Once per turn when you hit a creature with your
Most notably, the type of dragon that causes such bite, you can spend 2 fury points to regain an amount of hit
unyielding rage is that of the chromatic variant. Not all points equal to twice your Constitution modifier (min. of 2),
those with chromatic blood in their veins are tended provided you have less than half your maximum hit points.
towards such violent and destructive outbursts, but all Claws: When you take the Attack action on your turn and
those that follow this path do indeed share that ancestry. make an attack with your claws, provided both your hands
Their chromatic heritage simply manifests itself far are free, you can make one additional attack using your
stronger than it does for others. claws as part of the same action. While you possess at least
While chromatic dragons are not as renowned for 2 fury points, attack rolls you make with your claws will
walking among the mortal masses as their metallic cousins score a critical hit on a roll of 19 or 20.
are, there have been those who started bloodlines that Tail: Your tail always counts as an equipped weapon, and
stretch back millennia. No matter how diluted this can be used to make opportunity attacks. Once per turn
bloodline becomes, it can always manifest itself in any of its when you hit a creature with your tail, you can spend 1 fury
descendants, and when properly harnessed can become a point to make a contested Strength (Athletics) check
force of reckoning. Due to their more volatile chromatic against them and knock them prone if you win, but you can
blood, those following this path tend toward chaos, as they only use this on creatures up to one size larger than you.
contain potent destructive power that paces at the edges of Dragon Color
the cage, just waiting to be unleashed. This however is not Starting at 3rd level, you choose a Dragon Color. The
the norm, as there are those who have learned to control damage type associated with each Dragon Color is used by
their impulses. features of this path. Additionally, you can now speak, read
The zekyl, an elven subrace who were created through and write Draconic. Whenever you make a Charisma check
unions between drow and shadow dragons, are all able to when interacting with dragons, your proficiency bonus is
tap into this primal path due to the chaotic influences of the doubled if it applies to the check.
shadowfell. Their normally calm and calculated demeanor
hides the dragon that lurks beneath, waiting to strike. Dragon Color
Dragon Color Damage Type
Draconic Form
At 3rd level, whenever you enter a rage, you can choose to Black Acid
give in to your draconic fury and manifest aspects of a Blue Lightning
draconic being; growing natural weapons as claws erupt Green Poison
from your fingertips, fangs sprout from your maw, and you
gain a vicious lashing tail (or an existing tail changes and Red Fire
becomes stronger). White Cold
If you do, your draconic pride compels you to stow or doff
any weapons or shields you are wielding. You can do this as Draconic Ascension
part of the same bonus action you use to enter your rage, At 6th level, your Draconic Form grants you additional
and you must do so in order to gain the benefits of your draconic aspects. When you enter a rage, if you gave in to
draconic fury. You cannot wield any weapons or shields your draconic fury, you gain a number of fury points equal
until you stop raging, and you gain the Natural Weapons to half your proficiency bonus (rounded down), and you gain
and Fury Points features until your rage ends: the following benefits while raging:
Natural Weapons Wings: You gain dragon wings which last until your rage
You gain the following natural weapons, but you can only ends. Your wings allow you to glide, but aren't strong
use one at a time as part of the Attack action: enough to grant you flight yet. When falling you can use
your reaction to slow your descent, as if under the effects of
Natural Weapon Damage Properties a feather fall spell. In addition, for each foot that you fall,
Claws 1d6 slashing —
you can move one foot horizontally in any direction. While
aloft, you count as taking damage for the purpose of
Tail 1d8 bludgeoning Reach maintaining your rage. Your clothes and armor magically
Bite 1d8 piercing — change to accommodate these new wings. Starting at 14th
level, your Draconic Form's wings are now strong enough to
Fury Points give you flight. While not wearing heavy armor, you gain a
When you enter a rage, if you gave in to your draconic fury, flying speed equal to your walking speed.
you can gain fury points to enhance your natural weapons. Resistance: You gain resistance against the damage type
You can gain fury points in the following ways: of your chosen color on the Dragon Color table while
raging. If you already have resistance to this damage type,
When you score a critical hit, you gain 1 fury point. then all damage you deal ignores resistance to the damage
If you deal damage to a creature, and it is reduced to 0 type associated with your chosen Dragon Color.
hit points before your next turn, you gain 1 fury point. Vicious weapons: Your natural weapons count as
At the start of your turn, if you took damage since the magical for the purpose of overcoming resistance and
beginning of your previous turn, you gain 1 fury point. immunity to nonmagical attacks and damage.
23
Unleashed Fury
Starting at 10th level,
Draconic Savagery
the marks of your draconic Starting at 14th level, you rip and tear
heritage no longer entirely fade your opponents apart, violently and without
scales which permanently grant you your melee attacks reduces an object or creature's
24
Dragon. When raging, you deal an extra 1d6 damage to a
spirit of your choice. You can choose the same totem spirit
Spirit Walker
Path of the Totem Warrior, At 10th level, if you have taken a dragon totem feature, you
Dragon Totem Spirit can seek out dragons with the commune with nature spell.
The dragon is an optional totem spirit that can be chosen Totemic Attunement
by barbarians who follow the Path of the Totem Warrior. At 14th level, you gain a magical benefit based on a totem
Many who choose this option are from tribes that worship spirit of your choice. You can choose the same totem spirit
dragons, and who hold draconic might in high esteem. you selected previously or a different one.
Surprisingly, dragons tend to shy away from creating too
many half dragons with these primitive humans. Scholars Dragon. While you’re raging, when you hit a creature with a
believe that this is because dragons are aware of the pride melee attack you can create a burst of intense energy in a
and arrogance of those who share their blood, and when 10-foot-radius sphere around that creature as a bonus
combined with human ambition and the tribes their lust for action. Each creature other than you in that area takes 3d6
war, this could have dire consequences. This is also why damage of the type associated with your totem dragon.
many half dragons form communities for survival, despite
how fast they reproduce, as they share the pride of their Optional: Totem Guardian
dragon ancestors but not their powerful bodies. Instead, Totem Guardians are Path of the Totem Warrior barbarians
these human tribes create champions known as Totem who can only choose the dragon as their totem spirit. If you
Guardians. The Totem Guardians are made of the strongest choose this limitation at 3rd level, you grow retractable
members of the tribe, and are responsible for protecting claws from the tips of your fingers as natural weapons,
their tribes and dragon masters. They are chosen either by which you can use to make unarmed strikes. Extending or
dragonspeakers, as a result of dream visions, or directly by retracting the claws requires no action. If you hit with them,
the dragons themselves. you deal slashing damage equal to 1d6 + your Strength
Seren Tribes (Eberron setting)
modifier, instead of the normal bludgeoning damage for an
unarmed strike. In addition, you count as being
The Seren Tribes are the inhabitants of Seren Islands. permanently affected by the magic fang cantrip (page 102).
There are about thirty tribes in all, and each tribe worships
a different draconic patron. If their legends are to be Feats
believed, the Seren Tribes are the result of ancient
covenants with these draconic patrons: usually to defend Natural Weapon Master
the lands of Argonnessen from the weak and unworthy.
Prerequisite: Permanent Claws or Bite Natural Weapon
Totem Spirit Increase your Strength score by 1, to a maximum of 20.
At 3rd level, when you adopt this path, you choose a totem When you take the Attack action to attack with your
spirit and gain its feature. You must make or acquire a claws, provided both your hands are free, you can make
physical totem object, an amulet or similar adornment, that one additional attack with your claws as a bonus action.
incorporates scales, fur, feathers, claws, teeth, or bones of If you hit a target with your bite, you can use your bonus
the creature. At your option, you also gain minor physical action to make a grapple check against it. While
attributes that are reminiscent of your totem spirit. For grappling a target with your bite this way, your bite has
example, if you have a bear totem spirit, you might be advantage on attack rolls against it.
unusually hairy and thick-skinned, or if your totem is the The base damage dice of your natural weapons increase
eagle, your eyes turn bright yellow. by one step (d4 to d6, d6 to d8 etc, maximum of d12).
25
College of Playful Mockery Sick Burns
Bards of the College of Playful Mockery are playful At 6th level, when you cast a spell that deals psychic dam-
tricksters who prefer to taunt and mock their foes into age, you add your Charisma modifier (minimum of 1) to one
submission rather then directly fight them. They are known damage roll of that spell, and it ignores psychic resistance.
for speaking uncomfortable truths, in a way that playfully Additionally, whenever a creature misses an attack that
mocks the target of their jokes. This way people can laugh suffered disadvantage caused by your vicious mockery
about it and see the truth behind these taunts. They cantrip, you deal a verbally devastating follow up dealing
especially revel in targeting social stigmas set up by those psychic damage equal to your Charisma modifier
that seek to control the way people speak, and through that (minimum of 1), provided it can hear you.
the way people think. Their jokes cause people to laugh
about these stigmas, which lessens their control over them. The Voice of the People
This ultimately results in a more open and free discussion Also at 6th level, your ability to communicate transcends
on how to improve society. barriers of language. You can communicate basic concepts
The College of Playful Mockery was set up by an ancient with creatures that don't share a language with you as long
copper dragon, who at first merely sought to teach others as that creature speaks at least one language through
his skill at playing tricks on people. However, over time he intonation, body language, gestures, attitude, and
began to understand the importance of unrestricted humor swaggering about.
in mortal society, and how laughter can be used as a tool for Using this method you can get information such as how
the greater good. Even if their jokes walk the fine line much something should cost, where notable locations are,
between being mean and being playful, calling out the who the toughest person or thing around is, and which
uncomfortable truths in the world has done far more good paths or alleyways should be avoided, as well other things
than harm. As such they will never allow their voice to be your DM might find appropriate for you to be able to learn
silenced or restricted, nor the voices of others. from them.
Truth Sayer Spitting Fire
When you join the College of Playful Mockery at 3rd level, Starting at 14th level, you can deliver verbal components to
your gain proficiency in the Insight skill. If you already have spells with blinding speed and precision, and your words
proficiency in this skill, then you can choose a different skill. get through to even the most thick-skinned of people.
All spells that deal psychic damage count as bard spells
for you, regardless of class restrictions. If you reduce a You can expend a use of your Bardic Inspiration to cast a
creature to 0 hit points through psychic damage, then you spell with the cast time of one action as a bonus action,
can choose to spare and immediately stabilize that creature provided the spell has only verbal components.
by complimenting its performance. When you would deal psychic damage with a spell to
In addition, you learn the vicious mockery cantrip. If you creatures who are immune against this damage type,
already know this cantrip, you can choose a different bard you deal force damage instead. The spell retains all the
cantrip instead. The first time that those affected by this benefits that would come with dealing psychic damage.
spell deal damage to other creatures, without involving an When you cast a spell that deals psychic damage, you
attack roll, they must roll a die equal to your inspiration die can increase the spell's damage dice by 1 step. For
and subtract it from the damage dealt (targets that fail their example, d4 to d6, d6 to d8 etc. (maximum of d12).
saving throw against your vicious mockery cantrip count as You learn the message cantrip if you don't already know
being affected by this spell until the end of their next turn). it, you can cast it as a bonus action, and you only require
verbal components to cast this spell.
Playful Mockery
Starting at 3rd level, when you land a line, you're on a roll;
when you cast vicious mockery, and the target fails their
saving throw, you can expend one use of your Bardic
Inspiration to unleash your lyrical genius to...
Aggrandize Yourself: Roll the inspiration die and
26
For example, if you’re a 4th-level cleric, you can recover up
Arcana Domain, Revised
to two levels worth of spell slots. You can recover either a
Magic is an energy that suffuses the multiverse and that 2nd-level spell slot or two 1st-level spell slots.
fuels both destruction and creation. Gods of the Arcana
domain know the secrets and potential of magic intimately. Channel Divinity: Arcane
For some of these gods, magical knowledge is a great Abjuration
responsibility that comes with a special understanding of
the nature of reality. Other gods of Arcana see magic as Starting at 2nd level, you can use your Channel Divinity to
pure power, to be used as its wielder sees fit. The gods of abjure otherworldly creatures.
this domain are often associated with knowledge, as As an action, you present your holy symbol, and one
learning and arcane power tend to go hand-in-hand. In the celestial, elemental, fey, or fiend of your choice that is within
Realms, deities of this domain include Azuth and Mystra, as 30 feet of you must make a Wisdom saving throw, provided
well as Corellon Larethian of the elven pantheon. In other that the creature can see or hear you. If the creature fails its
worlds, this domain includes Hecate, Math Mathonwy, and saving throw, it is turned for 1 minute or until it takes any
Isis; the triple moon gods of Solinari, Lunitari, and Nuitari damage.
of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. A turned creature must spend its turns trying to move as
This domain along with the Dragon domain are popular far away from you as it can, and it can't willingly end its
among half gold dragon clerics, as their people are known move in a space within 30 feet of you. It also can't take
for both their wisdom as well as their affinity towards reactions. For its action, it can only use the Dash action or
arcane magic. Many half gold dragon clerics follow the god try to escape from an effect that prevents it from moving. If
Asgorath (also known as Io) who is the leader of the dragon there's nowhere to move, the creature can use the Dodge
pantheon, and both domains are part of his portfolio. action.
After you reach 5th level, when a creature fails its saving
Domain Spells throw against your Arcane Abjuration feature, the creature
is banished for 1 minute (as in the Banishment spell, no
You gain domain spells at the cleric levels listed in the concentration required) if it isn't on its plane of origin and
Arcana Domain Spells table. See the Divine Domain class its challenge rating is at or below a certain threshold, as
feature for how domain spells work. shown on the Arcane Banishment table.
Arcana Domain Spells Arcane Banishment
Cleric Level Spells Cleric Level Banishes Creatures of CR…
1st detect magic, magic missile 5th 1/2 or lower
3rd magic weapon, nystul's magic aura 8th 1 or lower
5th dispel magic, magic circle 11th 2 or lower
7th arcane eye, leomund's secret chest 14th 3 or lower
9th planar binding, teleportation circle 17th 4 or lower
27
Dragon Domain If you choose Bahamut as your deity, then you must choose
Gods of dragons - including Bahamut, Tiamat, Faluzure, a metallic dragon (brass, bronze, copper, gold, or silver) for
Asgorath, and various lesser deities - are few compared to your Draconic Blessing. If you choose Tiamat as your deity,
other gods but inspire fear and awe from many. Their then you must choose a chromatic dragon (black, blue,
followers are mighty dragons or more humanoid servants green, red, or white) for your Draconic Blessing. If you
such as dragonborn, kobolds, half dragons, or others that choose Asgorath (or another dragon god) as your deity, then
revere the legendary dragon gods. In particular, Bahamut you can choose any dragon for your Draconic Blessing.
and Tiamat both have a strong following of non-draconic Steel dragons are a type of metallic dragon, sapphire
worshippers. Devotees of the Platinum Dragon, king of dragons are a type of gem dragon, and celestial dragons are
metallic dragons, spread their god's ideals of justice, their own subspecies of dragon. For game purposes, steel
compassion, and goodness. Meanwhile, worshippers of the and sapphire dragons count as metallic dragons, and
evil Dragon Queen, mother of chromatic dragons, revel in celestial dragons count as chromatic dragons.
her greed and need to elevate dragons above all others. When you deal damage of the type associated with your
Clerics of the dragon gods glorify the power of dragons, Draconic Blessing to other creatures you can see, you can
while seeking to assist and protect those dragons who are choose a number of them equal to your proficiency bonus.
aligned with their dragon god. The chosen creatures automatically succeed on their saving
throws against it (if any) and take no damage from it.
Domain Spells Additionally, when you deal damage with a domain spell,
You gain domain spells at the cleric levels listed in the you can change the damage type to the one associated with
Dragon Domain Spells table. See the Divine Domain class your chosen Draconic Blessing.
feature for how domain spells work. You can read, write, and speak Draconic. Whenever you
make a Charisma check when interacting with dragons,
Dragon Domain Spells your proficiency bonus is doubled if it applies to the check.
Cleric Level Spells
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Draconic Blessing
From 1st level, your god bestows you with the blessing of
one of its draconic children. You must choose a dragon
from the Draconic Blessing table. The damage type and
breath weapon associated with each dragon is used by
features you gain later.
Draconic Blessing
Dragon Damage Type Breath Weapon
Black Acid 10 by 60 ft. line (Dex. Save)
Blue Lightning 10 by 60 ft. line (Dex. Save)
Brass Fire 10 by 60 ft. line (Dex. Save)
Bronze Lightning 10 by 60 ft. line (Dex. Save)
Celestial Radiant 30 ft. cone (Con. Save)
Copper Acid 10 by 60 ft. line (Dex. Save)
Gold Fire 30 ft. cone (Dex. Save)
Green Poison 30 ft. cone (Con. Save)
Red Fire 30 ft. cone (Dex. Save)
Sapphire Thunder 30 ft. cone (Con. Save)
Silver Cold 30 ft. cone (Con. Save)
Steel Acid 10 by 60 ft. line (Dex. Save)
White Cold 30 ft. cone (Con. Save)
28
Channel Divinity: Dragon's
Wrath
Starting at 2nd level, as an action, you can use your
Channel Divinity to unleash a devastating exhalation of
energy; your breath weapon. Your Draconic Blessing
determines the size, shape, and damage type of your breath
weapon.
When you use this breath weapon, each creature in the
area of the exhalation must make a saving throw, the type of
which is determined by your Draconic Blessing. A creature
takes 3d8 + your cleric level damage on a failed save, and
half as much damage on a successful one.
Legendary Protection
At 6th level, your deity rewards you with the fabled
protection of their draconic children, granting you the
following benefits:
You gain resistance to the damage type associated with
your Draconic Blessing. If you already have resistance to
this damage type from another source, then you can
instead reduce damage of that type by an amount equal
to your Wisdom modifier (minimum of 1) after halving
the damage.
While wearing heavy armor, you gain a +1 bonus
dragons, but after adventuring they often find that the term
ancestors is more appropriate, as the other races tend to Dragontooth Warrior
make strong distinguishes between true dragons and what Starting at 2nd level, as an action you can use your Channel
they call "dinosaurs". Divinity to create a physical body for your forebears. Doing
Restriction: Lizardfolk only so allows you to summon a Dragontooth Warrior, a sacred
Only lizardfolk can choose this divine domain, though your skeleton lizardfolk, into an unoccupied space within 30 feet
DM can lift this restriction to better suit the campaign. of you. The Dragontooth Warrior is friendly to you and your
companions, understands you, and obeys your commands.
Domain Spells See its game statistics in the Dragontooth Warrior stat
block, which uses your proficiency bonus (PB) in several
You gain domain spells at the cleric levels listed in the places. In combat, the Dragontooth Warrior acts after your
Scalykind Domain Spells table. See the Divine Domain turn. It can move and use its reaction on its own, but the
class feature for how domain spells work. only action it takes is the Dodge action, unless you take a
bonus action on your turn to command it to take another
Scalykind Domain Spells action. That action can be one in its stat
7th dominate beast, freedom of movement points, or until you summon a new
9th commune with nature, hold monster 0 hit points, you cannot summon a new
At 1st level, you harvest the teeth of predatory beasts during swordclaw sickle, but only one. You can
your adventures, especially of your distant scaled kin, and imbue one of your dragon teeth when
you carry a number of such teeth for use in ritual magic. summoning your Warrior to immediately
As a bonus action, you can imbue one or two of these equip it with one. It can use it to defend
"dragon teeth" with your magic, and cause them to you or your allies.
transform into razor-sharp swordclaw sickles. These sickles You can equip your
are magical weapons and deal 1d8 slashing damage instead Warrior with a shield, and
of the standard damage for a sickle. After ten minutes, they a shield's benefits apply on
turn back into dragon teeth. You can use this feature to top of its natural armor.
transform a number of teeth equal to your Wisdom
modifier, and you regain all expended uses when you finish
a short or long rest.
Creatures that make an attack roll with this sickle can
roll a d4 and add the number rolled to the attack roll.
30
Lizard King
Dragontooth Warrior Starting at 17th level, you finally achieve the long awaited
transformation you were promised, taking the form of one
Medium undead, neutral
of your mighty ancestors. The "dragon" form is a little
Armor Class 11 + PB (natural armor)
different from what you imagined, but no less deadly.
Hit Points five times your cleric level
As a bonus action, you can transform into a dinosaur with
Speed 30 ft. the statistics of a spinosaurus (page 36). Your game
statistics, except your mental ability scores, are replaced by
the statistics of the spinosaurus. You retain your alignment
STR DEX CON INT WIS CHA and personality. You assume the hit points of your new
14 (+2) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 11 (+0)
form. You can revert to your normal form as a bonus action,
and you automatically revert to your normal form if your hit
points are reduced to 0. When you revert to your normal
Saving Throws Str +2 plus PB, Con +2 plus PB, Wis
+2 plus PB
form, you return to the number of hit points you had before
Vulnerabilities bludgeoning
you transformed. If you revert as a result of dropping to 0
Damage Immunities poison hit points, any excess damage carries over to your normal
Condition Immunities exhaustion, poisoned form. You aren't knocked unconscious as long as the excess
Senses darkvision 60 Ft., passive Perception 10 damage doesn't reduce your normal form to 0 hit points.
plus PB While in your dinosaur form, you can't wield weapons, nor
Languages understands the languages you know can you use your Channel Divinity feature, but you can
but can't speak issue commands. You can't cast spells while in this form,
but you can maintain concentration on existing spells. This
Defender. While the Dragontooth Warrior is wielding a form grants you superior camouflage; while you are at least
swordclaw sickle, when another creature within 5 feet lightly obscured by natural phenomena (such as foliage or
of it is targeted by an
attack, it can use its reaction to mist), you can take the Hide action as a bonus action, and
impose disadvantage on the attack roll. you have advantage on Dexterity (Stealth) checks. You have
advantage on attack rolls against surprised creatures. You
Actions (Requires your Bonus Action) can only speak Draconic while transformed, as this
Melee Weapon Attack: +2 +1d4 plus PB to hit, reach 5 slowly. For every 10 years that pass, your body
main and off-hand, attack rolls you make with your sword-
claw sickles will score a critical hit on a roll of 19 or 20.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when
you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 damage of the same type dealt
by the weapon to the target. When you reach 14th
level, the extra damage increases to 2d8.
31
unyielding wrath, to aid your allies or smite your foes.
Water Domain As an action, you conjure orbs of water that hover around
Water is essential to creation, but it is also an untamed, you, not occupying any space. The number of orbs is equal
destructive force. Gods of nature, tempests, spirituality and to your Wisdom modifier (minimum of 1), and they
healing include water in their portfolios, blessing their disappear after 1 minute or immediately after they come
followers with the abilities to connect with this primal into contact with a creature after you've directed them.
source of life. Clerics of the Water Domain seek to harmo- As a bonus action, you can direct one of these orbs to
nize with their environments, sometimes far away from move up to 60 feet in any direction. If an orb encounters a
civilization, but most find a deep compassion in their souls, hostile creature, that creature must succeed on a Dexterity
often taking care of the unfortunate and providing shelter saving throw or take cold damage equal to 1d6 + your cleric
and guidance. However, like the tides, these clerics can turn level and have its speed halved until the start of your next
into unforgiving figures, proving themselves to be both turn. If an orb encounters a friendly creature, that creature
zealous champions as well as kind protectors of their cause. regains hit points equal to 1d6 + your cleric level.
This especially holds true for half bronze dragon clerics, If you move an orb and it has not come into contact with
among whom this domain is very popular. Like the tides, a creature, that orb will remain in the space it stops in, and
they can easily turn from compassionate defenders to will cause the above effects if a creature touches it. You can
unforgiving crusaders who relentlessly destroy evildoers. not touch that orb yourself afterwards, as it moves through
you, so it will neither disappear nor restore your hit points.
Domain Spells If a hostile creature within 5 feet of you fails its saving
throw against one of your orbs, then you regain hit points
You gain domain spells at the cleric levels listed in the equal to 1d6 + half your cleric level (rounded down).
Water Domain Spells table. See the Divine Domain class
feature for how domain spells work. Purifying Water
Water Domain Spells At 6th level, you can channel the strength of the seas into
Cleric Level Spells yourself and others. As a reaction when you or an ally that
1st create or destroy water, fog cloud
you can see within 60 feet of you fails a saving throw
against a spell or magical effect, you can cause them to
3rd lesser restoration, misty step immediately reroll that saving throw. If that creature now
5th tidal wave, water breathing succeeds that saving throw after rerolling it with this
7th control water, ice storm
feature, they regain hit points equal to 1d6 + your cleric
level. You decide if the creature regains these hit points
9th cone of cold, maelstrom before or after taking the spell or effect's damage (if any).
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Variant Half Bronze Dragon: Some half bronze dragons
are blessed by the seas, and are born with innate wis- Blessed Strike
dom. These half bronze dragons can exchange their +1
Constitution and +1 Charisma ability score increases
At 8th level, when a creature takes damage from one of your
with a +2 Wisdom score increase instead. If they are a cantrips or weapon attacks, you can also deal 1d8 cold
cleric, they can always choose the Water Domain, damage to that creature. Once you deal this damage, you
provided their god's portfolio doesn't conflict with it. can't use this feature again until the start of your next turn.
Asgorath, god of creation, could have this domain. At 14th level, provided the creature takes damage from one
of your weapon attacks, this damage increases to 2d8.
Acolyte of Water Eternal Waves
When you choose this domain at 1st level, you learn the At 17th level, your healing is imbued with the persistence of
frostbite and shape water cantrips. For you, these cantrips the waves. When you restore hit points to a creature, that
count as cleric cantrips. You also gain proficiency with the creature gains advantage on the next attack roll, ability
trident (see the variant trident, page 74), and with one of the check, or saving throw it makes within the next minute.
following skills of your choice: Athletics, Nature or Survival.
Gift of the Seas Variant Sea Elf: Some sea elves are blessed with divine
Also at 1st level, you gain a swim speed of 30 feet, and you foresight, and are known as Oracles. Sea elves that
can breathe air and water. If you already have a swim speed, choose this variant can exchange their +2 Dexterity
ability score increase with a +2 Wisdom score increase
then that swim speed is increased by 20 feet instead. instead. If they do, they also exchange their Friend of
As an action, you can touch a creature and grant them the Sea trait with the Oracle trait:
these same benefits. They retain these benefits for 1 hour. Oracle. You know the guidance cantrip. When you
You can use this feature a number of times equal to your reach 3rd level, you can cast the augury spell once with
proficiency bonus, and you regain all expended uses when this trait, and you regain the ability to do so when you
you finish a long rest. finish a long rest. At 7th level, you can cast the
divination spell once with this trait as a ritual, to ask a
question to your deity or a different source, and you
Channel Divinity: Turning Tides regain the ability to do so when you finish a long rest.
At 2nd level, you can use your Channel Divinity to manifest Wisdom is your spellcasting ability for these spells.
both the healing capabilities of water as well as its
32
Frightful Transformation
Circle of the Dragon Starting at 6th level, when you use your Wild Shape, each
Druids of the Circle of the Dragon devote themselves to the creature of your choice within 30 feet of you must make a
natural balance of all dragons, good and evil, as dragons are Wisdom saving throw against your druid spell save DC or
an integral part of the world. Some join this circle to obtain become frightened for 1 minute. A creature can repeat the
draconic power, while others worship dragon gods of saving throw at the end of each of its turns, ending the
balance like Asgorath and seek to gain a divine ascension. effect on itself on a success. If a creature's saving throw is
Regardless, these druids carry with them a flaming passion, successful or the effect ends for it, then it becomes immune
and they are known for their extraordinary pride. to your Frightful Transformation for the next 24 hours.
In addition, while in your Wild Shape, you can replace
Emissary of the Dragons the DC of your breath weapon with your druid spell save
At 2nd level you have learned to speak, read and write DC, provided the breath weapon only deals damage.
Draconic. Additionally, whenever you make a Charisma
check when interacting with dragons, your proficiency Wild Draconic Form
bonus is doubled if it applies to the check. While you can At 10th level, you can expend two uses of Wild Shape at the
see a dragon, or you are in your Wild Shape, you have same time to change into a druidic dragon. When you do so,
advantage on saving throws against being charmed or choose a damage type from the Elemental Essence table.
frightened. While you remain motionless as a druidic dragon, you do
not age, and any temporary effects on you (such as your
Circle Forms Wild Shape) do not further expire. While motionless, you
The rites of your circle grant you the ability to transform must use this feature again after finishing a rest to remain
into the most feared creatures in all the realms. Starting at in this form. This form doesn't require food nor water.
2nd level, you can use your Wild Shape to transform into a
dragon with a challenge rating as high as 1, ignoring the Elemental Essence
max CR column of the Beast Shapes table. This includes Damage Type Breath Weapon
dragons you have not seen before. Additionally, you can Acid 10 by 90 ft. line (Dex. save)
transform into a dragon that has movement speeds from
the Limitations column of the Beast Shapes table, but you Cold 60 ft. cone (Con. save)
cannot use those movement speeds until you’ve reached the Fire 60 ft. cone (Dex. save)
appropriate druid levels shown on the table. You lose your Lightning 10 by 90 ft. line (Dex. save)
burrow speed and Change Shape action (if any).
Starting at 6th level, you can transform into a dragon with Poison 60 ft. cone (Con. save)
a challenge rating as high as your druid level divided by 3, Thunder 60 ft. cone (Con. save)
rounded down (a silver dragon wyrmling counts as a dragon
with a challenge rating of 3 for this feature).
Reactions
Amphibious. The druidic dragon can breathe air and water.
Environmental Camouflage. While the druidic dragon remains Frightful Reveal. When a creature that is unaware of the
motionless with its limbs and appendages tucked close to druidic dragon's presence is within 30 feet of it, the druidic
its body, it resembles a natural formation. A creature within dragon can use its reaction to frightfully reveal itself in its
30 feet of it can discern its true nature with a successful true nature. Each creature of its choice within 30 feet of it
Intelligence (Nature) check against your druid spell save DC. must make a Wisdom saving throw against your druid spell
save DC or become frightened for 1 minute.
33
Druidic Dragon Wings Dragons by Challenge Rating (up to CR 6)
At 14th level, you gain the ability to sprout a pair of druidic Challenge
dragon wings from your back, granting you a flying speed Rating Dragon(s)
equal to your walking speed. You can create these wings as
a bonus action on your turn. They last until you dismiss Brass Dragon Wyrmling, Copper Dragon
them as a bonus action on your turn. Your clothes and 1 Wyrmling, Faerie Dragon (Younger), Steel
armor are magically changed to accommodate them. Dragon Wyrmling
In addition, those who fail their saving throws against Black Dragon Wyrmling, Bronze Dragon
your Frightful Transformation feature or your druidic Wyrmling, Black Guard Drake, Blue Guard Drake,
dragon's Frightful Reveal ability also become paralyzed 2
Bronze Dragon Wyrmling, Faerie Dragon
until the end of your next turn, as they are gripped by fear. (Older), Green Dragon Wyrmling, Green Guard
Drake, Red Guard Drake, White Dragon
35
Additional Dinosaurs
These dinosaurs are in addition to the ones found on page Dilophosaurus
79 of the Monster Manual and on page 139 of Volo's Guide Small beast, unaligned
to Monsters, and most can also be chosen by Circle of
Savagery druids, provided they have the required level. Armor Class 13 (natural armor)
Hit Points 19 (3d6 + 6)
Speed 40 ft.
Albertosaurus
Large beast, unaligned STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
Armor Class 13 (natural armor)
Hit Points 95 (10d10 + 40) Skills Perception +3, Stealth +6
Speed 50 ft. Senses passive Perception 13
Challenge 1 (200 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA
Actions
21 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 7 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d4 + 3 piercing damage, and the target
Skills Perception +5 must make a DC 12 Constitution saving throw, taking
Senses passive Perception 15 3d6 poison damage on a failed safe, and half as much
Challenge 7 (2900 XP) Proficiency Bonus +3 damage on a successful one.
36
Dire Spinosaurus
These gargantuan beasts are bred by the more civilized
Styracosaurus lizardfolk tribes as beasts of war. These tribes will use
Large beast, unaligned triceratops as shock cavalry, but it's the dire spinosaurus
who ultimately break their foes, and tear down their cities.
Armor Class 15 (natural armor) These war beasts are sought after by other lizardfolk tribes,
Hit Points 95 (10d10 + 40) and reared ones are sold for a hefty price. An adult dire
Speed 50 ft. spinosaurus is 70 feet long and weighs 35,000 pounds or
more. These land and riverine predators are capable of
carrying a platoon of lizardfolk long distances on raids.
STR DEX CON INT WIS CHA Often called river king or river dragon, they are worshiped
22 (+6) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 6 (-2) by bullywugs and other primitive humanoids. Riding a dire
spinosaurus requires an exotic saddle, riding platform, or
Senses passive Perception 11
howdah. These must be specially modified for its spines. It
Challenge 6 (2300 XP) Proficiency Bonus +3 usually walks on all fours, but can walk more upright to
attack with its lethal claws. Their eggs are worth as much
Herd Tactics. The styracosaurus has advantage on an
as 2,000 gp a piece; live young are worth twice that. Rearing
attack roll against a creature if at least one of its allies is one requires patience, and a skilled lizardfolk handler.
within 5 feet of the creature and the ally isn't
incapacitated. When it has advantage on an attack roll, it
can forgo the advantage to make an additional attack
with the same natural weapon. Spinosaurus, Dire
Trampling Charge. If the styracosaurus moves at least 20 Gargantuan beast, unaligned
feet straight toward a creature and then hits it with a
gore attack on the same turn, that target must succeed
on a DC 13 Strength saving throw or be knocked prone.
Armor Class 15 (natural armor)
If the target is prone, the styracosaurus can make one Hit Points 231 (14d20 + 84)
stomp attack against it as a bonus action Speed 60 ft., swim 50 ft.
Actions
STR DEX CON INT WIS CHA
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 24 (4d8 + 6) piercing damage. 27 (+8) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 9 (-1)
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
prone target. Hit: 22 (3d10 + 6) bludgeoning damage. Skills Perception +6
Senses passive Perception 16
Challenge 12 (8400 XP) Proficiency Bonus +5
37
equal to 1d6 + your fighter level, provided that the creatures
Purple Dragon Knight, can see or hear you. You can also choose yourself with this
Revised feature. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Purple Dragon Knights are warriors of the Order of the
Purple Dragons. Pledged to protect the crown, they take the Rousing Commands
fight against evil beyond the kingdom's borders. They are By the time you reach 10th level, the directives you give
tasked with wandering the land as knights errant, relying your allies stir them to greater action. When you use your
on their judgment, bravery, and fidelity to guide them in Battlefield Commander feature, the creature you command
defeating evildoers. Their name comes from Thauglor, an gains an additional benefit, depending on which course of
ancient black dragon whose scales faded from ebony to action you order it to take.
violet as it matured. Push the Advantage: It gains advantage on the attack
Purple Dragon Knights inspires greatness in others by roll, provided the attack roll doesn't have disadvantage,
committing brave deeds in battle, and guide their allies to and it adds your proficiency bonus to the damage roll.
glory with their battlefield experience. The mere presence Tactical Retreat: It ignores any reduction to its speed,
of a knight in a hamlet is enough to cause some orcs and and it is immune to the frightened, grappled, and
bandits to seek easier prey. A lone knight is a skilled restrained conditions until the start of your next turn.
warrior, but a knight leading a band of allies can transform Utmost Caution: It has advantage on all saving throws,
even the most poorly equipped militia into a ferocious instead of just Dexterity.
warband. As a knight spearheads an attack, the knight's
actions and commands can awaken reserves of courage You can now use the Battlefield Commander feature a
and conviction in allies that they never suspected they had. number of times equal to your proficiency bonus.
Restriction: Knighthood Challenging Oath
Purple Dragon Knights are tied to a specific order of Beginning at 15th level, you can issue a challenge against a
Cormyrean knighthood. This restriction exists for the creature within 60 feet of you as a bonus action, as you
Forgotten Realms. It might not apply to your DM's setting swear an oath to take this foe down, provided that it can see
or their version of the Realms. Your DM can lift this or hear you. For 1 minute or until you lose consciousness,
restriction, and rename this subclass to Banneret. the target has disadvantage on attack rolls against
creatures other than you, and your attack rolls against the
Battlefield Commander target have advantage and will score a critical hit on a roll
When you choose this archetype at 3rd level, you learn how of 19 or 20.
Once you use this feature, you can’t use it again
to command your allies on the battlefield, allowing them to until you finish a long rest.
move in coordination with your words. You can use a bonus
action to give an order to another creature within 60 feet of Inspiring Bulwark
you that can hear you, though it must use its reaction to Starting at 18th level, your presence is so inspiring that it
gain the order's benefit. can bring people back from the brink of death. When you or
a creature within 60 feet of you is reduced to 0 hit points
Push the Advantage: The creature makes one weapon but not killed outright, you can use your reaction to cause
attack. It ignores disadvantage on this attack roll. them to drop to 1 hit point instead, provided they can see or
Tactical Retreat: The creature moves up to its speed. hear you. Once a creature has benefitted from this feature,
This movement doesn't provoke opportunity attacks. they cannot do so again until they finish a long rest.
Utmost Caution: The creature gains the benefit of the
Dodge action until the start of your next turn.
You can use this feature three times, and you regain all
expended uses when you finish a short or long rest.
Royal Envoy
A Purple Dragon Knight serves as an envoy of the
Cormyrean crown. Knights of high standing are expected to
conduct themselves with grace. At 3rd level, whenever you
make a Charisma check, you gain a bonus to the check
equal to your Wisdom modifier (minimum of 1).
In addition, you gain proficiency in one of the following
skills of your choice: Animal Handling, Insight,
Intimidation, Performance or Persuasion.
Rallying Cry
When you reach 7th level, you learn how to inspire your
allies to fight on past their injuries.
As a bonus action, you can cause up to three creatures of
your choice within 60 feet of you to regain hit points
38
Those who use your scrolls can use these values or their
Supply Specialist own spellcasting ability modifier and proficiency bonus.
The Supply Specialist is a fighter who focuses less on their You gain scroll slots as you level up in this class, allowing
own martial prowess, and more on how they can enable the you to create a temporary scroll for each slot. When you
other members of their adventuring party to rise to their finish a long rest, you can spend 10 minutes with
fullest potential. Through the use of potions and magical parchment, quill, and ink to create temporary spell scrolls
scrolls, they ensure that their allies are always prepared to for all your available scroll slots, each containing one spell
face whatever challenge they come across. This subclass is you have learned. If the spell has a lower spell level than the
popular among kobolds due to their affinity for teamwork, scroll, then it will be cast as a higher level spell. Additionally,
as well as their desire to aid their "dragon" allies to the best if the scroll's spell has a material component cost, then you
of their abilities. must use those materials when creating the scroll. Each
temporary scroll only contains the spell until you have
Potion Master finished a long rest.
When you select this martial archetype at 3rd level, you can Supply Specialist Spell Scrolls
bonus at the end of every long rest. You can select any of the Level Known Slots Level
potions from the Lesser Potions list, as long as you meet 3rd 3 1 1st
the level prerequisite. Additional types of lesser potions
become available at 7th, 10th, and 15th level. The lesser 4th 4 1 1st
potions described in this subclass are temporary potions, 5th 4 2 1st
and function differently from regular potions. Creatures can 6th 4 2 1st
only be under the effect of one lesser potion at a time. Con-
suming a lesser potion with a duration longer than instan- 7th 5 2 2nd
taneous immediately ends any current lesser potion effect 8th 6 2 2nd
(except for the Quartermaster feature's lesser potion effect). 9th 6 2 2nd
These lesser potions lose their potency after 24 hours.
Lesser potions can be distributed to the party at any point 10th 7 3 2nd
during the adventuring day, and can be consumed as an 11th 8 3 2nd
action. You can use your action to drink a potion yourself, or 12th 8 3 2nd
administer it to a friendly creature within 5 feet of you. 13th 9 3 3rd
If the lesser potion has a choice of effects, then you must
choose which effect upon creation. However, you can 14th 10 3 3rd
quickly change that choice as an object interaction on your 15th 10 4 3rd
turn by adding minor ingredients, before it is consumed. 16th 11 4 3rd
You gain proficiency with the Herbalism Kit, which
allows you to create potions of healing with the rules in 17th 11 4 3rd
Xanathar's guide to everything (page 130). In addition, you 18th 11 4 3rd
count as one size category larger when determining your 19th 12 4 4th
carrying capacity.
20th 13 4 4th
Infuse Scrolls
Combat Assistant This potion shocks the adventurer's system back to life,
Beginning at 7th level, you can use a bonus action on your provided they died within the last minute. They regain hit
turn to take one of the following special actions: points equal to your fighter level and can immediately take
one action. When a creature consumes this potion they
Aid. You can administer a single potion to yourself or a immediately gain one level of exhaustion.
friendly creature within 5 feet of you, granting you or the Lesser Berserker Potion.
Arm and Restock. You can give a friendly creature When consumed, this potion allows the adventurer to push
within 15 feet of you any amount of ranged ammunition beyond the limits of normal mortals. While under the
and a weapon you are carrying. They can equip the new effects of this potion you do not fall unconscious when you
weapon and stow or doff any weapons, shields or items drop to 0 hit points. However, you still continue to make
they are currently carrying without spending any death saving throws, but at disadvantage.
actions. Lesser Healing Potion.
Handyman. You can use the Use an Object action. (duration, instantaneous)
Here. You can give an item, such as a potion or a scroll, When consumed, this potion soothes the weary adventurer.
to a friendly creature within 15 feet of you. They regain hit points equal to 1d6 + your fighter level.
reduce the time spend and gold required by one step. For Prerequisite: 7th-level (duration, 1 minute)
example, you can create a potion of greater healing within 1 When this potion is consumed, the adventurer's abilities
day at the cost of 25 gp. You can create potions while become heightened. They gain advantage on your choice of
adventuring, provided you have the herbalism kit on hand. Strength, Dexterity, Constitution, Intelligence, Wisdom, or
As part of a long rest, you can work on a single potion, Charisma checks and saving throws for the duration.
which counts as if you had spend 1 day working on it. Improved Potion: Effect duration increases to 1 hour.
Lesser Limbering Potion.
At 10th level, you've greatly improved the process of When consumed, this potion enhances the muscles of the
supplying an adventuring party. You now prepare the adventurer. Their speed is increased by 10 feet.
improved version of each of your lesser potions at the end Improved Potion: Their speed is instead increased by 20
of every long rest. feet for the duration.
Your improvements to your potions have made them Lesser Tenacious Potion.
much smaller, without losing any of their potency. Potions Prerequisite: 10th-level (duration, 1 minute)
you have made yourself (lesser and regular) can now be When consumed, this potion increases the adventurer's grit.
consumed as a bonus action by friendly creatures. They are immune against being charmed, frightened, or
paralyzed for the duration (your choice).
Beginning at 15th level, you're always ready to support Prerequisite: 7th-level (duration, 1 minute)
those who travel with you. If you begin combat with no When consumed, this potion wards the adventurer's body.
lesser potions prepared, you can scrounge around in your They gain resistance to acid, cold, fire, force, lightning,
supplies, and prepare one lesser potion of your choice. necrotic, poison, psychic, radiant, or thunder damage for
Additionally, once per day after finishing a short rest, you the duration (your choice).
can regain one spell scroll that you prepared at the end of Improved Potion: Effect duration increases to 1 hour.
your previous long rest.
40
Way of the Dragon Turtle Snap Dragon
Monks who favor tenacious stances and heavy strikes more At 6th level, you can react with clasping strength on your
than nimble evasion and rapid blows are often trained in foes. Once per round, when a creature misses you with a
the Way of the Dragon Turtle. Recognized for their melee attack, you can make a grapple check against them.
impressive physiques and unmatched endurance; these In addition, immediately after you have successfully
martial artists are well known for being kind hearted and grappled a creature, or as a bonus action on your turn, you
eager to help others. These monks believe that every jar of can throw a creature you are grappling. The target must
water delivered, and every tree trunk carried, is time spent make a Strength saving throw against your ki save DC. On
training. Their fighting style involves keeping foes away a failure, you can throw the creature up to 15 feet in a
from their allies, facing blows with steely resolve, and direction of your choice after which it takes damage equal
locking down their opponents with powerful grapples. to one roll of your Martial Arts die, it has its speed reduced
to 0 until the start of its next turn, and it is knocked prone.
Variant: Stability over Agility Any extra damage the creature takes from colliding with an
Some monks favor stability over agility. To reflect this, you environmental hazard (for example a pit, trap, or weapon's
can choose this variant when creating your character. When rack) is doubled. On a successful save, the creature resists
using this variant, all mentions of your character's Dexterity your attempt but remains grappled by you. You can use this
score or modifier in the Unarmored Defense and Deflect feature to (try to) throw a creature a number of times equal
Missiles class features are replaced with Strength. to your proficiency bonus, and you regain all expended uses
when you finish a long rest. While you have no uses
Turtle Stance available, you can spend 1 ki point to use this feature again.
Beginning at 3rd level, you learn to defend yourself as a Ki of the Tidebringer
turtle would, facing blows directly with a hardened body of
iron. When an attacker hits you with a melee weapon At 11th level, provided your totem is at least half your size
attack, you can use your reaction to reduce the damage of or larger, you gain half cover while holding your Totem of
the attack by an amount equal to one roll of your Martial Dragon Strength.
Arts die + your Strength modifier (minimum of 1). As a bonus action, you can spend 1 ki point and roll a
When you make an opportunity attack, you can replace Martial Arts die. You regain a number of hit points equal to
the melee attack with a grapple check. the number rolled plus your proficiency bonus.
Creatures other than you gain advantage on attack rolls Whenever you spend any ki points, you build up energy in
against creatures you are grappling. If a creature you are your body which you can unleash as a blast of steam. Until
grappling is restrained, it can only use its actions to escape. the end of your next turn, the first time you hit a creature
with an unarmed strike you can choose to roll two Martial
Totem of Dragon Strength Arts dice and deal fire damage equal the amount rolled to
each creature other than you within 10 feet of the target,
At 3rd level you gain proficiency in the Athletics skill. If you blasting them all with boiling hot steam. You can only
have proficiency in this skill from another source, then your unleash steam this way once per round.
proficiency bonus is doubled for any ability check you make
that uses Athletics. Defiance of The Dragon Turtle
As an action, you can touch any blunt object larger than 1
cubic foot and smaller than yourself and imbue it with your At 17th level, you have perfected your connection with the
ki. After imbuing it so, the object acquires artistic marks essence of the dragon turtle, allowing its being to become
showing prayers to the dragon turtle. It is now your Totem truly one with yours in mind and body. As an action, you can
of Dragon Strength and counts as a monk weapon for you spend 10 ki points to manifest the dragon turtle, creating a
for which you have proficiency. Your totem gains the huge translucent form of a dragon turtle around you. If you
weapon traits from the Totem of Dragon Strength table. do, then for 1 minute you gain the game statistics of the
Attack and damage rolls using your totem must be done dragon turtle spirit (see page 42).
with your Strength Modifier. Your totem is weightless for Your game statistics aside from your mental ability scores
you, and sticks to your hand if you want it to. Your totem are replaced by the statistics of the dragon turtle spirit, but
gains the magical attributes of one magic melee monk you retain your alignment and personality. You assume the
weapon that you are attuned to, unless it already is a hit points of your new form. You can revert to your normal
magical weapon. You decide which weapon after finishing a form at any point as a bonus action, and you automatically
short or long rest. You can only have a single totem at a revert to your normal form if your hit points are reduced to
time, and ending the link with the object is instantaneous. 0. When you revert to your normal form, you return to the
While holding your totem, you can't be disarmed of it, and number of hit points you had before you transformed. If you
you gain advantage on all saving throws instead of only revert as a result of dropping to 0 hit points, any excess
Dexterity when you take the Dodge action. damage carries over to your normal form. As long as the
excess damage doesn't reduce your normal form to 0 hit
Totem of Dragon Strength points, you aren't knocked unconscious. While in your
Level Damage Properties dragon turtle form, you can't wield weapons, nor can you
3 1d6 (bludgeoning) Versatile (1d8) use your other class features. If you have spells, you can't
cast them while in this form, but you can maintain
5 1d8 (bludgeoning) Versatile (1d10) concentration on existing spells. If there isn't enough room
11 1d10 (bludgeoning) Versatile (1d12) for this form in a space available, then this form instead
17 1d12 (bludgeoning) Versatile (2d6) attains the maximum possible size.
41
Dragon Turtle Spirit Empowered Attacks. The dragon turtle spirit’s attacks count
as magical for the purpose of overcoming resistance and
Huge celestial, unaligned
immunity to nonmagical attacks and damage.
Damage Resistance fire Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Senses darkvision 120 ft., passive Perception -
Languages Common, Draconic Steam Breath (Recharge 5-6). The dragon turtle spirit exhales
Challenge 9 (5,000 XP) Proficiency Bonus +4 scalding steam in a 60-foot cone. Each creature in that area
must make a DC 16 Constitution saving throw, taking 42
Amphibious. The dragon turtle spirit can breathe air and (12d6) fire damage on a failed save, or half as much
water. damage on a successful one. Being underwater doesn't
grant resistance against this damage.
Spell Slots. The Way of the Weave Spellcasting table
Way of the Weave shows how many spell slots you have to cast your spells of
“For over a thousand generations, the Silver Knights were 1st level and higher. To cast one of these spells, you must
the guardians of peace and justice in the realms. Before the expend a slot of the spell's level or higher. You regain all
dark times, before the rise of Tiamat.” expended spell slots when you finish a long rest.
— Stella Dragonsong For example, if you know the 1st-level spell feather fall
and have a 1st-level and a 2nd-level spell slot available, you
Through countless hours of meditation, monks of the Way can cast feather fall using either slot.
of the Weave are able to form a connection to the Weave, Spells Known of 1st-Level and Higher. You know three
allowing them to cast arcane spells. These monks are 1st-level wizard spells of your choice; two of which you
known as Weavers, powerful practitioners of arcane magic must choose from the divination, enchantment, and
who blend martial arts and spellcasting to devastating transmutation spells on the wizard spell list.
effect. The Weave is a way through which raw magic can be The Spells Known column of the Way of the Weave
accessed, and used by casters of magic. It flows through the Spellcasting table shows when you learn more wizard
world, and touches all of existence. Weavers specialize in spells of 1st-level or higher. Each of these spells must be a
the schools of divination, enchantment, and transmutation divination, enchantment, or transmutation spell of your
magic. Using divination magic to peer into the expansive choice, and must be of a level for which you have spell slots.
knowledge of the Weave, enchantment magic to manipulate The spells you learn at 8th, 14th, and 20th level can come
the minds of the weak willed, and transmutation magic to from any school of magic.
alter their bodies and the world around them, they are Whenever you gain a level in this class, you can replace
prepared to meet any threat they may face. They are one one of the wizard spells you know with another spell of your
with the Weave, and the Weave is with them. choice from the wizard spell list. The new spell must be of a
This monastic tradition was founded by a group of half level for which you have spell slots, and it must be a
silver dragon Dragonsingers, wizards who use martial divination, enchantment, or transmutation spell, unless you
might in addition to their powerful magical abilities. This are replacing the spell you gained at 3rd, 8th, 14th, or 20th
group sought to focus more on the body and the spiritual level. At 17th and 18th level you can replace a known spell
aspects of magic, and founded several monasteries where with a 4th-level spell, despite not having 4th-level spell slots.
they could contemplate and meditate on using arcane You can learn the following spells as if they were enchant-
magic without disruping the balance of all things. There ment spells from the wizard spell list; bless, gift of alacrity,
have since been many branches, most still following the guiding bolt, heroism, shield, shield of faith, witch bolt (for
way of righteousness and justice, while others focus more thematic purposes it is recommended to use the revised
on power and using it to further their own ends. witch bolt spell on page 75), counterspell, dispel magic,
Regardless, most monks of the Way of the Weave still hold nondetection, pulse wave, sending, and gravity sinkhole.
strong connections with their Dragonsinger brethren, and Spellcasting Ability. Wisdom is your spellcasting ability
often band together to achieve a common goal. These for your wizard spells, since you learned your spells
monks are also known as Silver Knights, to honor the half through deep meditation on the aspects of the Weave. You
silver dragons that founded their order. Most Silver Knights use your Wisdom whenever a spell refers to your
are famous for being defenders of truth and justice, but spellcasting ability. In addition, you use your Wisdom
those that follow the path of evil are terrible villains. While modifier when setting the saving throw DC for a wizard
the color of an arcane saber is different for each Weaver, spell you can cast and when making an attack roll with one.
their alignment often influences the color of the blade. Blue
and green are often associated with good aligned Weavers, Spell save DC = 8 + your proficiency bonus
while red and purple are aligned with those following a + your Wisdom modifier
darker or more pragmatic path. But sometimes the color is
influenced by the type of enchantment on the shortsword or Spell attack modifier = your proficiency bonus
longsword that was transformed into an arcane saber. + your Wisdom modifier
Variant: A Keen Mind Way of the Weave Spellcasting
Some Weavers focus more on using their keen intellect to Monk Level Cantrips Spells Known 1st 2nd 3rd 4th
understand the machinations of the Weave, as they seek to 3rd 2 3 2 — — —
let their mind and body truly become one with it. To reflect 4th 2 4 3 — — —
this, you can choose this variant when creating your
character. When using this variant, all mentions of your 7th 2 5 4 2 — —
character's Wisdom score or modifier in the monk class 8th 2 6 4 2 — —
and in this subclass are replaced with Intelligence. 10th 3 7 4 3 — —
Spellcasting 11th 3 8 4 3 — —
13th 3 9 4 3 2 —
Starting at 3rd level you form a connection to the Weave,
allowing you to shape it in order to cast spells.
14th 3 10 4 3 2 —
Cantrips. You learn the friends and mage hand cantrips. 16th 3 11 4 3 3 —
If you already know either cantrip from another source, you 19th 3 12 4 3 3 1
can choose a different wizard cantrip instead. You learn an
extra wizard cantrip of your choice at 10th level. 20th 3 13 4 3 3 1
Special. When you cast the mage hand cantrip it doesn't
require verbal components, and the hand is invisible. When
you cast the friends cantrip it doesn't require material
components.
43
You gain a bonus to any Constitution saving throw you
make to maintain your concentration on a spell. The
bonus equals your Wisdom modifier (minimum of 1).
While holding a one bladed arcane saber with both
hands, you gain a +1 bonus to AC.
When performing the ritual to create your arcane saber,
instead of a single shortsword or longsword, you can
transform two shortswords or a large hilt with two
blades (one on each end) instead. While dual wielding
these two arcane sabers or holding this large hilt with
both blades active, you can use the Flurry of Blows
feature without having to spend a ki point, but you must
spend a ki point when reflecting projectiles even when
reflecting them with your arcane saber, and you won't
increase the arcane saber's damage die by one step
when using both hands. You can also choose to use your
bonus action to activate or deactivate only one blade of
the large hilt, allowing you to wield it as a one bladed
arcane saber instead.
As a bonus action, you can throw your arcane saber at a
creature within 60 feet, allowing you to use the Attack
action to attack it. It immediately returns to your hand.
Flow of the Weave
Beginning at 11th level, you learn to control the ebb and
flow of magic directed towards you and your allies. You and
friendly creatures within 10 feet of you have advantage on
saving throws against spells and magical effects.
Moreover, you can manipulate the Weave to choke or
crush helpless enemies. As a reaction, you can deal 1d8
Arcane Saber force damage to a creature within 30 feet of you that is
restrained, stunned, or paralyzed. The damage increases by
At 3rd level, you learn a ritual that transforms one 1d8 each time you use your reaction this way against the
shortsword or longsword into an arcane saber. You perform same target. The damage resets when the target is no
the ritual over the course of 1 hour, which can be done longer restrained, stunned, or paralyzed.
during a short rest. The weapon must be within your reach
throughout the ritual, at the conclusion of which you touch One With The Weave
the weapon and transform it, returning your previous At 17th level, your practiced connection to the Weave grants
arcane blade(s) (if any) to normal. The blade disappears, you the power to freely shape your ki into spells. You can
leaving only the hilt. However, while holding the hilt you can use your ki points to gain additional spell slots.
Draconic Oath
At 3rd level, as you seek to emulate the majesty of dragons,
you have learned to speak, read and write Draconic.
Additionally, whenever you make a Charisma check when
interacting with dragons, your proficiency bonus is doubled
if it applies to the check.
When you choose this oath, you must choose a dragon
from the Draconic Oath table, which must be the same
dragon type as that of your dragon sovereign. If you choose
Bahamut as your sovereign you can choose any metallic
dragon, if you choose Tiamat as your sovereign you can
choose any chromatic dragon, and if you choose Asgorath
(or another dragon god) as your sovereign you can choose
any dragon. Steel dragons are a type of metallic dragon,
sapphire dragons are a type of gem dragon, and celestial
dragons are their own subspecies of dragon. For game
purposes, steel and sapphire dragons count as metallic
dragons, and celestial dragons count as chromatic dragons.
45
Draconic Oath Draconic Wings
Metallic Dragon Chromatic Dragon Damage Type At 15th level, you gain the ability to sprout a pair of spectral
Copper, Steel Black Acid dragon wings from your back, granting you a flying speed
Silver White Cold
equal to your walking speed. You can create these wings as
a bonus action on your turn. They last until you dismiss
Gold, Brass Red Fire them as a bonus action on your turn.
Bronze Blue Lightning While these wings are active, all other friendly creatures
none Green Poison who are within 5 feet of you gain half cover.
none Celestial Radiant Draconic Avatar
Sapphire none Thunder
At 20th level, you can use your action to temporarily ascend
The damage type associated with your Draconic Oath's to the ideal of dragonkind, sharing its majesty with those
chosen dragon is used by features of this oath. around you. You gain the following benefits for 1 minute:
When you deal damage with your oath spells, or your You have immunity to the damage type associated with
Divine Smite and Improved Divine Smite class features, your Draconic Oath.
you can now switch the damage type with the one You gain the effects of the Enlarge option from the
associated with your Draconic Oath. enlarge/reduce spell.
You and friendly creatures within 30 feet of you gain half
Channel Divinity cover, provided your wings are active.
When you take this oath at 3rd level, you gain the following You can use your bonus action to exhale destructive
two Channel Divinity options. energy in a 30-foot cone, which leaves your allies
Frightening Presence. As an action, you can use your unscathed. Each creature of your choice in that area
Channel Divinity to exude a terrifying presence. Each must make a Dexterity saving throw against your spell
creature of your choice within 30 feet of you must make a save DC. Each target takes damage equal to 3d10 + your
Wisdom saving throw if it can see you. On a failed save, the Charisma modifier on a failed
target is frightened of you for 1 minute. The frightened save, or half as much damage on
creature can repeat this saving throw at the end of each of a successful one. The damage type
its turns, ending the effect on itself on a success. is either radiant damage or the
Wing Buffet. As an action, you summon radiant wings same type as the one associated
that create a strong wind. Each creature of your choice in a with your Draconic Oath
30-foot cone, which originates from you, must make a (your choice).
Strength saving throw. On a failure, they are pushed back Once you use this
15 feet from you and fall prone, and if they encounter a feature, you can’t
solid obstacle take 1d6 + your paladin level bludgeoning use it again until
46
Ranger, Revised
At 1st level, you gain one of the options below of your
Optional: Class Features choice. You gain an additional option of your choice at 3rd
The ranger class received more options in Tasha's Cauldron level, 6th level, 9th level, 12th level, 15th level, and 18th level.
of Everything, including the Favored Foe and Deft Explorer When you gain a level in this class, you can choose one of
features. This revision is meant to improve upon these two the options you know and replace it with another option
features, as well as several other ranger features, and it also that you could learn at that level.
adds additional features for several ranger subclasses. It is Ambidextrous
still recommended to use Tasha's Cauldron of everything When you engage in two-weapon fighting, you can make the
for the Primal Awareness and Nature's Veil feature options, additional attack immediately (no action required), instead
which can both be found there on page 57. of as a bonus action. You can use two-weapon fighting even
when the one handed melee weapons you are wielding
Favored Foe (revised) aren’t light. In addition, you can draw or stow two one-
At 1st level, a ranger gains the Favored Foe feature. handed weapons when you would normally be able to draw
or stow only one. As part of the same object interaction you
Favored Foe use to draw your weapon(s), you can stow or doff any
1st-level ranger feature, which replaces the Favored Enemy weapons or shields you are wielding.
feature and works with the Foe Slayer feature
Special: If you possess both the Dual Wielder feat and this
When you hit a creature with an attack roll, you can mark option, you gain a +2 bonus to AC while you are wielding a
the target as your favored foe for 1 minute. The first time on separate melee weapon in each hand instead of +1.
each of your turns that you hit the favored foe and deal Canny
damage to it, including when you mark it, you can increase Choose one of your skill proficiencies. Your proficiency
that damage by 1d4. You can use this feature to mark a bonus is doubled for any ability check you
make that uses
favored foe a number of times equal to your proficiency the chosen skill. You can speak, read, and write two
bonus, and you regain all expended uses when you finish a additional languages of your choice. You can choose this
long rest. This feature's extra damage increases to 1d6 at option multiple times.
6th level, and to 1d8 at 14th level. Creatures that are
affected by your hunter's mark spell cannot receive this Deadly Marksman
feature's extra damage from you. Your ranged weapon attacks ignore half and three-quarters
In addition, you have significant experience studying, cover. In addition, before you make an attack with a ranged
tracking, hunting, and even talking to a certain type of weapon that you are proficient with, you can choose to take
enemy. Choose a type of favored enemy: aberrations, beasts, a -2 penalty to the attack roll. If that attack hits, you add +5
celestials, constructs, dragons, elementals, fey, fiends, to the attack's damage.
giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as Special: If you possess both the Sharpshooter feat and this
goblins and orcs) as favored enemies. You have advantage option, you cannot stack the attack roll penalty and damage
on Wisdom (Survival) checks to track your favored bonus of both options together. However, the attack roll
enemies, as well as on Intelligence checks to recall penalty you suffer when you take the Sharpshooter option
information about them. When you gain this feature, you is decreased to -4 when you add +10 to the attack's damage.
also learn one language of your choice that is spoken by
your favored enemies (if any). Hardy Survivor
Your favored enemies always count as being marked as Your body recovers more rapidly than most, and you are
your favored foe, increasing your damage against these able to fully sustain yourself and others. Whenever you
enemies as described above. You choose one additional regain hit points, you regain additional hit points equal to
favored enemy, as well as an associated language, at 6th your proficiency bonus. When expending Hit Dice, you can
and 14th level. As you gain levels, your choices should add this bonus to each Hit Die roll. In addition, you can find
reflect the types of monsters you have encountered on your food and fresh water for yourself and up to five creatures
adventures. When you reach a level in this class that grants each day, provided that the land offers these resources.
the Ability Score Improvement feature, you can replace one Heavy Slayer
of the options you chose as your favored enemy with You gain Great Weapon Fighting as a Fighting Style
another of these options available to you. (Player's Handbook page 72), and heavy armor proficiency.
If you would have disadvantage on Dexterity (Stealth)
Deft Explorer (revised) checks due to the armor you wear, you ignore that penalty.
At 1st level, a ranger gains the Deft Explorer feature. Horde Cleaver
Deft Explorer Creatures don't gain advantage against you from having
1st-level ranger feature, which replaces the Natural another hostile creature within 5 feet of you. Once on each
Explorer feature
47
Silent Stalker
Persistent Survivor
you can’t be tracked by nonmagical means, unless you Your survival instincts push you on in the face of death.
choose to leave a trail. In addition, you can take the Hide When you make a death saving throw you gain a bonus to
action as a bonus action on your turn. the roll equal to your
proficiency bonus. If this increases the
total to 20 or higher, you gain the benefits of rolling a 20 on
Special: If you possess both the Vanish feature as well as the d20.
this option, then you have advantage on attack rolls against
any creature that hasn't taken a turn in the combat yet, and Roving
any hit you score against a creature that is surprised is a Prerequisite: 6th-level ranger
critical hit. Your walking speed increases by 5, and you gain a climbing
speed and a swimming speed equal to your walking speed.
Strider
you can use your reaction to reduce any falling damage you
You ignore nonmagical difficult terrain. In addition, you can take
by an amount equal to four times your ranger level.
take the Dash action as a bonus action on your turn.
Expert Strider
Special: If you possess both the Land's Stride feature as Prerequisite: 9th-level ranger, the Strider option
well as this option, then you ignore difficult terrain imposed You can surmount nearly any challenge that would hinder
by spells and other magical effects as well. your stride. Your movement speed increases by 5 feet, and
Swift Striker
you cannot be surprised while you are conscious. In Prerequisite: 9th-level ranger
addition, you can take the Disengage action as a bonus As an action, you can give yourself a number of temporary
action on your turn. hit points equal to ld10 + half your ranger level (rounded
Battle Hardened
Ranger Magic
Prerequisite: 12th-level ranger
Once per turn, you can deal an extra 3d8 damage to one At 3rd level, rangers with the Beast Master, Drake Warden,
creature you hit with an attack if you have advantage on the or Hunter archetype gain the Ranger Magic feature.
attack roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy Ranger Magic
isn’t incapacitated, and you don’t have disadvantage on the 3rd-level ranger feature
attack roll. You learn additional spells associated with your ranger
archetype when you reach certain levels in this class, as
Master Tracker
ranger spell for you, but it doesn’t count against the number
Your ability to track your foes is unmatched. You can cast of ranger spells you know.
locate creature without expending a spell slot. When cast
using this feature, the spell does not require concentration. Beast Master Ranger Magic
You can use this feature once, and you regain the ability Ranger level Spells
to do so after finishing a short or long rest. 3rd heroism
Vicious Striker
9th haste
When you hit a creature with a weapon attack, you can
choose to force the creature to make a Constitution saving 13th death ward
throw against your ranger spell save DC. On a failed save, it 17th awaken
takes an extra 6d8 damage of the weapon's damage type
and is inflicted with the restrained condition for 1 minute. Drake Warden Ranger Magic
On successful save, the creature takes half this extra Ranger level Spells
damage and is not restrained. If the weapon attack made a 3rd absorb elements
critical hit, this extra damage will not be increased that way.
A creature restrained this way can use its action to make 5th dragon's breath
the saving throw again, ending the effect on a success. 9th elemental weapon
You can use this feature once, and you regain the ability 13th elemental bane
to do so after finishing a short or long rest.
17th immolation
Hunter's Prey (hunter, revised)
Hunter Ranger Magic
At 3rd level, a ranger with the Hunter archetype gains the Ranger level Spells
Hunter's Prey feature.
3rd snare
Hunter's Prey 5th see invisibility
3rd-level ranger feature, requires the Hunter archetype
You gain one of the following features of your choice. 9th nondetection
Colossus Slayer.
Your tenacity can wear down the most 13th find greater steed
potent foes. When you hit a creature with a weapon attack, 17th hold monster
you can increase the attack's damage by 1d8 if it’s below its
hit point maximum. You can deal this extra damage only
once per turn. Feral Senses (revised)
Giant Killer.
When a Large or larger creature within 5 At 18th level, a ranger gains the Feral Senses feature.
feet of you hits or misses you or an ally with an attack, you
can use your reaction to make a weapon attack against that Feral Senses
creature immediately after its attack, provided you can see 18th-level ranger feature
the creature. Starting at 18th level, your enhanced senses allow you to
Horde Breaker.
Once on each of your turns when you strike with perfect accuracy. Your attack rolls against
make a weapon attack, you can make another attack with creatures within 30 feet of you cannot have disadvantage.
the same weapon against a different creature within 10 feet You are also aware of the location of any invisible or
of the original target and within range of your weapon. hidden creature within 30 feet of you.
Hunter's Vigil (hunter) Foe Slayer (revised)
At 3rd level, a ranger with the Hunter archetype gains the At 20th level, a ranger gains the Foe Slayer feature.
Hunter's Vigil feature.
Foe Slayer
Hunter's Vigil 20th-level ranger feature
50
Whenever your beast companion becomes stabilized it
Beast Master, Revised immediately regains 1 hit point.
The Beast Master archetype embodies a friendship If your beast can grapple or knock prone a creature, it
between the civilized races and the beasts of the world. can only do so against Large or smaller creatures.
United in focus, beast and ranger work as one to fight the At your DM's discretion, you can start with a warhound
monstrous foes that threaten civilization and the wilderness as your beast companion. Your DM decides which two traits
alike. Emulating the Beast Master archetype means it has from the warhound's Variants options.
committing yourself to this ideal, working in partnership
companions will remain until summoned, and where they Exceptional Training
will find shelter and sustenance. The only requirement to
maintain this grove if that you keep fighting for the interests At 7th level, each of your current and future beast compan-
of the natural world. You can use your action to send your ions gains one trait of your choice from the warhound's
beast companion there, or summon it from there into an Variants options. If your beast is not a warhound, then any
unoccupied space within 5 feet of you. You can only have mention of warhound in the trait is replaced with the beast
one beast companion accompanying you. At the end of a type of your beast companion. In addition, your beast
short or long rest, you can exchange your current beast companion counts as being permanently affected by the
companion with one of your other beast companions. magic fang cantrip.
Add your proficiency bonus to your beast companion's At 15th level, your beast companions gain one additional
attack and damage rolls, as well as to any ability check or trait of your choice from the warhound's Variants options.
saving throw that it makes. If one of its attacks or special
attacks forces a saving throw, it can use its normal DC or Bestial Fury
your spell save DC, whichever is higher. If one of its special At 11th level, the strong bond between you and your beast
traits would require a bonus action, it can use its own. Its grants it advantage on saving throws while it can see you.
hit point maximum equals its normal maximum or 4 + four
times your ranger level, whichever is higher. You can
calculate your beast's AC as 13 + your proficiency bonus. Share Spells
In combat, the beast acts after your turn. It can move and The bond between you and your beast has become even
use its reaction on its own, but the only action it takes is the stronger, allowing you to share magical effects. Beginning
Dodge action, unless you take a bonus action on your turn at 15th level, when you cast a spell targeting yourself, you
to command it to take another action. That action can be can also affect your beast companion with the spell if the
one in its stat block or some other action. If you are beast is within 30 feet of you.
incapacitated, the beast can take any action of its choice,
not just Dodge.
Your beast companion understands any languages you
know, is friendly to you and your companions, and obeys
your commands. If your beast has died, you can use your
action to touch it and expend a spell slot of 1st level
its hit points restored. You can also fully heal your
Stormscale Armor
Stormscale are skilled at interweaving freely gifted
dragon scales into light armor. This light armor gains
the benefits of a Dragonfriend's Armor (page 87),
except it counts as a studded leather armor and it has a
base AC of 13 + Dex modifier.
53
Draconic Bloodline, Revised Dragon Wings
Your innate magic comes from draconic magic that was At 14th level, you gain the ability to sprout a pair of dragon
mingled with your blood or that of your ancestors. Most wings from your back, granting you a flying speed equal to
often, sorcerers with this origin trace their descent back to your walking speed. You can create these wings as a bonus
a mighty sorcerer of ancient times who made a bargain action on your turn. They last until you dismiss them as a
with a dragon or who might even have claimed a dragon bonus action on your turn. Your clothes are magically
parent. changed to accommodate them, but armor has to be
modified to accommodate them.
Dragon Ancestor Additionally, you suffer none of the drawbacks of old age,
you can't be aged magically, and your lifespan extends by
At 1st level, you choose one type of dragon as your ancestor. 1000 years.
The damage type associated with each dragon is used by
features of this subclass. Draconic Presence
Dragon Ancestor Beginning at 18th level, you have advantage on melee attack
Dragon Damage Type rolls against creatures that are frightened.
Black, Copper, Steel Acid In addition, you can channel the dread presence of your
dragon ancestor, causing those around you to become
Silver, White Cold awestruck or frightened. As an action, you can spend 5
Brass, Gold, Red Fire sorcery points to draw on this power and exude an aura of
Blue, Bronze Lightning awe or fear (your choice) to a distance of 60 feet for 1
minute. The first time a Hostile creature starts its turn in
Green Poison this aura it must succeed on a Wisdom saving throw or be
Celestial Radiant charmed (if you chose awe) or frightened (if you chose fear)
Sapphire Thunder until the aura ends. A creature that succeeds on this saving
throw is immune to your aura for 24 hours.
You learn the primal savagery cantrip, and when you cast
54
Optional: Pseudodragon
Unlike wizards, sorcerers usually don't have familiars to act Pseudodragon
as their companions. A way around that is to gain the trust Tiny dragon, neutral good
and friendship of a pseudodragon. This option is not a stan-
dard part of this revision and your DM must approve of it. Armor Class 15 (natural armor)
At your Dungeon Master's discretion you may be Hit Points 9 + your level
approached by a pseudodragon during your adventures. Speed 15 ft., fly 60 ft.
Due to its advantages, it is recommended that this happens
around 5th level. After you have gained the pseudodragon's STR DEX CON INT WIS CHA
trust, usually gained over an extended period of time, you
may bond with it. Your pseudodragon will gain the game 6 (-2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
statistics listed in this work instead of those in the Monster
Manual, provided you are a sorcerer or wizard. Saving Throws Dex +6, Con +4, Wis +3
As an action, you can summon your Pseudodragon to Skills Perception +3, Stealth +6
appear within 5 feet of you, if it is willing. Should your Senses blindsight 10 ft., darkvision 60 ft, passive
pseudodragon die, then you can revive it with full health by Perception 13
expending a 1st level (or higher) spell slot. After you revive Languages Understands common and draconic but
your pseudodragon, it will not approach you for (usually) 8 can't speak
hours as it is upset that you allowed it to die. It will however
not break the familiar bond it has with you, but be sure to Keen Senses. The pseudodragon has advantage on
Wisdom (Perception) checks that rely on sight, hearing,
pamper it afterwards, like you would a cat. or smell.
However, even though your pseudodragon loves being
pampered, you must avoid calling it your "pet" at any cost, Magic Resistance. The pseudodragon has advantage on
for there is a chance that it will leave you if you do. After all, saving throws against spells.
your pseudodragon companion is your friend, not some Limited Telepathy. The pseudodragon can communicate
kind of dog. Despite this, it loves being called cute names, simple ideas, emotions, and images telepathically with
and it adores being cuddled like a pet would. any creature within 100 ft. of it that can understand a
Pseudodragons actually revel in the cuteness of their language.
spoken name, and names like Snookie or Cuddles or Boo Familiar. This pseudodragon has a magic, telepathic
Boo are quite popular. bond with you. You can sense what the pseudodragon
Pseudodragons are also famous for their venom, which is senses as long as you are within 1 mile of each other.
You share its Magic Resistance trait if it is within 10
used as a magical ingredient, and fetches a high price on feet of you.
the market. Your pseudodragon will however not allow you
to "milk" it, and if you slay it you can never bond with Actions
another pseudodragon again. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 1d4 + 4 piercing damage. The target must
succeed on a Constitution saving throw against your
spell save DC -5, or fall unconscious for 1 minute. It
wakes if it takes damage or another creature uses an
action to wake it.
55
5–6. The target doesn’t move, and the only thing it can do
on its turn is make a Wisdom saving throw against your
spell save DC -3, ending the effect on itself on a success.
Items
Sorcerous Cleaver
Weapon (battleaxe), rare (requires attunement by a
sorcerer)
When making an attack roll with a spell, you can engulf the
weapon with the spell's energy type and swing it into melee,
or throw it towards your foes after which it instantly returns
to your hand due to the spell's magic. You can also use a
bonus action to summon it to your hand, if it is on the same
plane of existence. You can use it as a spellcasting focus.
You gain a +1 bonus to attack and damage rolls made
with this magic battleaxe. You are considered proficient
with it even if you lack proficiency with battleaxes.
This battleaxe grants a +2 bonus to spell attack rolls.
Faerie Dragon (variant) When you hit a creature with a spell that requires an attack
roll, the target takes an extra 1d8 slashing damage.
Optionally, a DM can allow sorcerer and wizard players to
bond with a faerie dragon instead of a pseudodragon.
minor illusion
Whenever you finish a long rest, you can replace one spell Wild Magic Origin Spells
you learned from your sorcerer Spellcasting
feature with Sorcerer level Spells
another spell you can learn from that feature. The new spell 1st chaos bolt, tasha's hideous laughter
must be the same level as the spell you replace. 3rd crown of madness, misty step
Origin Spells 5th blink, enemies abound
At 1st level, a sorcerer gains the Origin Spells feature. 7th confusion, polymorph
9th animate objects, synaptic static
Origin Spells
1st-level sorcerer feature
Wild Magic, variant: At 6th level, when you cast any of the
You learn additional spells associated with your sorcerous spells learned from your Origin Spells feature, you can cast
origin when you reach certain levels in this class, as shown it by expending a spell slot as normal or by spending a num-
on the Origin Spells tables. Each spell counts as a sorcerer ber of sorcery points equal to the spell’s level. Once per turn
spell for you, but it doesn’t count against the number of when you spend sorcery points, you can reduce the cost of
sorcerer spells you know, and it can't be replaced. the effect by 1 sorcery point, but the DM can have you
Divine Soul Origin Spells
immediately roll on on the Wild Magic
Surge table.
Sorcerer level Spells
57
The Dragon Student
The Dragon Student is an unusual patron, as you are the Dragon Student
one teaching it. Your power comes from your dragon Medium dragon (see Sturdy Build), see Dragon
student, but it is you who helps it harness this awesome Companion for its alignment
power. Technically this power comes from Io, the dragon
primordial of creation, who gifted this power as an other- Armor Class 13 + PB (natural armor)
worldly patron. But it's your dragon student who grants it to Hit Points 5 + five times your warlock level
you directly. This is why you are more warlock than wizard. Speed 30 ft.
You are a Dragon Master, a young student of the
Darastrix Academy. At a young age you were bonded with a
dragon wyrmling, entrusted to you by its dragon parent. STR DEX CON INT WIS CHA
Even though you are a student, you are a master in your 16 (+3) 12 (+1) 15 (+2) 12 (+1) 12 (+1) 15 (+2)
own right to your dragon wyrmling, as you teach it to
harness its power. Due to the bonding, your wyrmling Saving Throws Dex +1 plus PB, Cha +2 plus PB
shares your drive to learn its dragon magic quickly, at the Skills Perception +1 plus PB
cost of other aspects of its draconic might being weakened. Damage Immunities your dragon gains immunity
Although you are technically a wizard, the bond that you against its damage type as listed in the Dragon
have made with your dragon has granted you access to its Student table
awesome dragon magic, but in exchange your own studies Condition Immunities poisoned (green dragon
towards the arcane have been limited. Moreover, due to student only)
your bond you share some of the dragon's temperament, Senses darkvision 60 Ft., passive Perception 11
and you are inclined to actively seek out the joy of plus PB
adventure. Now you and your dragon wyrmling bonded Languages it shares your known languages
partner go out on adventures, as you seek to put the power
of dragon magic into practice, regardless of your young age. Sturdy Build. Your dragon counts as one size larger when
Most Dragon Masters are human, but half dragons have determining its carrying capacity and the weight it can
push, drag, or lift, and for the purpose of carrying a rider.
been known to teach siblings. Celestial, gem, and steel Your dragon counts as large for all purposes that would
dragons don't send their young to become dragon students, grant it additional benefits, such as the Mounted
due to their secretive nature and strict traditions. Combatant feat. You can ride your dragon as a mount.
Your magical bond with your dragon companion grants Glide. Your dragon is unable to fly until 6th level,
you access to its powerful dragon magic in addition to your however when falling it can can use its reaction to slow
own mortal magic. For example, a Bigby's hand would look its descent, as if under the effects of a feather fall spell.
like a fist when cast by a humanoid, and as a flaming claw It can move one foot horizontally for each foot that it
when cast by its red dragon student. And even though you falls this way. If you are falling as well within 60 feet of
still need to study, most of your magical power comes from your dragon, then it can move towards you and
this bond. As such, Dragon Masters have a saying when it immediately cause you to be mounted as part of an
comes to their dragons: You teach me and I teach you. object interaction.
Elemental Bite (PB/Day). When your dragon hits a target
Expanded Spell List with its bite, it can deal extra damage of its associated
You can choose from an expanded list of spells when you damage type, or regain hit points. The amount of either
learn a warlock spell. The following spells are added to the option is equal to 1d6 + your warlock level.
warlock spell list for you. Actions (Requires Action/Bonus
Dragon Student Expanded Spells Action)
Warlock Level Spells Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5
ft., one target. Hit: 1d8 + 1 plus PB piercing damage.
1st absorb elements, shield
3rd dragon's breath, flaming sphere
5th fireball, lightning bolt or bonus action, you must use yours to allow your dragon to
cast the spell. If you are incapacitated, your dragon can take
7th freedom of movement, wall of fire any action of its choice, except casting spells. If your dragon
9th bigby's hand, cone of cold has died, you can use your action to touch it and expend a
1st level or higher spell slot. It returns to life after 1 minute
Bonded Dragon with all its hit points restored. You can also fully heal your
At 1st level you become bonded with a dragon wyrmling, dragon this way while it's alive and you are both out of com-
whom you help get in touch with its powerful dragon magic. bat, but entering combat during this minute will waste the
The Dragon is friendly to you and your companions and spell slot. Whenever your dragon becomes stabilized it
obeys your commands. See its game statistics in the immediately regains 1 hit point. Your dragon regains all its
Dragon Student stat block, which uses your proficiency hit points after finishing a short or long rest. Each type of
bonus (PB) in several places. You must choose your dragon dragon has a unique trait as described in the Dragon Com-
student's dragon type from the Dragon Student table. panion section. When you damage a creature yourself, you
In combat, your dragon acts after your turn. It can move can expend one use of your dragon's Elemental Bite to gain
and use its reaction on its own, but the only action it takes one of its benefits yourself. You can do so a number of times
is the Dodge action, unless you take an action on your turn per day equal to your Intelligence modifier (minimum of 0).
to command it to take another action. That action can be You can speak, read, and write Draconic. Whenever you
one in its stat block or some other action. It can use its make a Charisma check when interacting with dragons,
action to cast or use a spell. If a spell requires a reaction your proficiency bonus is doubled if it applies to the check.
58
Dragon Magic
At 1st level, you and your dragon share the same spell slots, Mystic Arcanum: True Polymorph
and you can both cast your known warlock spells. However, If you choose the true polymorph spell as your Mystic
the damage type of your eldritch blast, and all spells that Arcanum at 17th level, provided the Dragon Student is
your dragon casts (if and when they deal damage), is your patron, then when you cast this spell on your
changed to the damage type associated with your dragon dragon it will willingly transform into a dragon of the
student, as listed in the Dragon Student table. Your dragon same type with a CR equal to or lower than your level.
can cast eldritch blast as a melee spell attack. Your dragon It cannot change into a different creature this way.
uses your Charisma modifer for its spells, and shares your While your dragon is transformed this way, you no
spell save DC and spell attack modifiers. Only you can longer need to use your bonus action to issue a
command to your dragon. You must still use your
maintain concentration on spells you both cast. Your action to command your dragon to cast or use a spell.
dragon can cast spells without requiring material If you have the Dragon Rider invocation, you can use
components, except material components that have a cost. your bonus action to command your dragon to cast a
As an action, you can expend a spell slot to summon your cantrip that way, and it can still use one more action.
dragon into an unoccupied space within 60 feet of you. You
can also summon your dragon's body this way if it has died.
You must choose the Pact of the Dragon as your Pact
59
When you use your action or bonus action to command
Dragon Companion your brass dragon to take the Hide action, it can burrow
Each dragon type is unique, and has certain quirks that itself just below the surface into non-rock earth, after which
Dragon Masters should take into account when teaching it gains a burrow speed of 15 feet through non-rock earth
their dragon student. The alignment mentioned for each until it re-emerges for free while near the surface. Its vision,
dragon type is its racial alignment, but the bond can have breathing, and hearing is unhindered, unless it burrows
an influence on the dragon. In addition, each type of dragon deeper than 15 feet. It cannot interact with the surface
has a unique trait, granting you both additional benefits: while burrowed, nor can it burrow this way while carrying a
rider. While burrowed, your dragon has total cover, and
Black Dragon (chaotic evil) creatures suffer a -5 penalty to their ability checks to find it.
The black dragon wyrmling is a fierce creature, who always Bronze Dragon (lawful good)
seems to be angry about something. It likes to spit acid at Think about a playful puppy or kitten, add a strong desire to
anything that moves, and even things that don't move. The help others, and you understand what a bronze dragon
black wyrmling is one of the most difficult to teach dragons, wyrmling is all about. The best way to bond with your
but those that earn their respect will gain a capable student. dragon is to help the bronze wyrmling help others. It loves
It is known as the most evil of dragons, but with a strong tales about heroic knights, and will often want to ride you
enough bond, usually gained through respect for its Dragon into battle. It loves to swim, and its favorite food is sharks.
Master's power, it can be surprisingly loyal. Provided its
Dragon Master lets it kill other creatures from time to time. Valorous Dragon (unique trait): Your bronze dragon has
Swamp Dweller (unique trait): Your black dragon has a a swim speed of 30 feet, and it can breathe air and water. It
swim speed of 30 feet, and it can breathe air and water. It has advantage on saving throws against being frightened,
can eat rotten and spoiled food without any penalties. The which you also gain while you ride it. The detect thoughts,
melf's acid arrow, vitriolic sphere, and insect plague spells create food and water, tidal wave, water breathing, water
count as warlock spells for you. Additionally, you and your walk, control water, maelstrom and tsunami spells count as
dragon gain proficiency in the Stealth skill (+1 plus PB in warlock spells for you, and if cast by your dragon while they
its stat block). affect one or more creatures that you can see, you can
choose which of those creatures are affected by these
Blue Dragon (lawful evil) spells. When you learn the water breathing spell, your
dragon can cast it as a ritual.
Although a blue dragon Wyrmling is not as ferocious as a
black one, it loves to hunt. It also has an innate talent for Copper Dragon (chaotic good)
strategies, and loves it when you involve it into planning a
battle. It learns quickly and is rather easy to teach, however The copper dragon wyrmling loves a challenge, usually of
the difficult part is getting its parent's trust, as blue dragons the mental kind. A riddle, a pun, a silly poem, any of these
are known to be affectionate and caring parents. Like adult are certain to keep the wyrmling near you. The copper
blue dragons, it loves to fool others with its illusionary wyrmling loves to unravel mysteries, so it might wander
magic. from your side to discover something new. The Wyrmling
Desert Stalker (unique trait): Your blue dragon knows also enjoys physical challenges such as a quick battle or a
the minor illusion cantrip, but only your dragon can cast it. hunt for small creatures to eat, like spiders and centipedes.
The create or destroy water, call lightning, storm sphere, It also loves to shape the earth with its magic, and play
and mirage arcane spells count as warlock spells for you. pranks on others.
When you use your action or bonus action to command Earth Shaper (unique trait): Your copper dragon has a
your blue dragon to take the Hide action, it can burrow climb speed of 30 feet. It knows the mold earth cantrip, but
itself just below the surface into non-rock earth, after which only your dragon can cast it. The meld into stone, stone
it gains a burrow speed of 15 feet through non-rock earth shape, vitriolic sphere, cloudkill, wall of stone, and move
until it re-emerges for free while near the surface. Its vision, earth spells count as warlock spells for you. When you learn
breathing, and hearing is unhindered, unless it burrows the meld into stone spell your dragon can cast it as a ritual,
deeper than 15 feet. It cannot interact with the surface which will cause you both to become affected by this spell,
while burrowed, nor can it burrow this way while carrying a during which you remain fully aware of your surroundings.
rider. While burrowed, your dragon has total cover, and
creatures suffer a -5 penalty to their ability checks to find it. Gold Dragon (lawful good)
A gold dragon wyrmling makes an excellent candidate for a
Brass Dragon (chaotic good) dragon student, as the wyrmling's parents will often send it
Young brass dragons love to talk, and will talk to anyone off to be fostered by another family, to help it learn about
whether the other being talks back or not. If no one stops to the world, and a Dragon Master is a decent alternative. Like
talk to the wyrmling, it will talk to itself. Talking and adult gold dragons it seeks to fight evil in a cunning way.
listening to your wyrmling is one way to ensure that the Note that your wyrmling lacks the tentacle whiskers and
wyrmling will bond to you, as brass dragons are very social horns that distinguish older gold dragons. It is fond of
creatures. having pearls and gems in its diet, if you can afford it.
Talkative Dragon (unique trait): Your brass dragon can Evil's Bane (unique trait): Your gold dragon has a swim
cast the comprehend languages spell as a ritual. The speak speed of 30 feet, and it can breathe air and water.
with animals spell counts as a warlock spell for you, and Whenever your dragon would deal fire damage to fiends
when you learn it your dragon can cast it as a ritual. and undead creatures, it deals radiant damage instead. It
Additionally, you and your dragon gain proficiency in the gains proficiency in Wisdom saving throws (+1 plus PB in
Persuasion skill (+2 plus PB in its stat block). its stat block). The bless, slow, globe of invulnerability,
delayed blast fireball, maze, and sunburst spells count as
warlock spells for you.
60
Green Dragon (lawful evil)
61
Once on each of your turns, when you hit a creature with
New Eldritch Invocations this weapon, the creature takes an extra 1d8 damage of the
When you gain invocations outside of the ones listed here, type associated with your dragon student. When you reach
that refer to you (such as the Agonizing Blast invocation), 14th level, the extra damage increases to 2d8.
they also apply to your dragon companion. Advanced Dragon Magic
Breath Weapon Prerequisite: 7th-level, Pact of the Dragon feature.
Prerequisite: eldritch blast cantrip, Bonded Dragon Your dragon's bite deals additional damage equal to your
feature. Charisma modifier (minimum of 1) of the type associated
Dragon magic is elemental magic, and a dragon's breath with your dragon student. In addition, all its attacks count
weapon is one of the simplest expressions of this power. as magical for the purpose of overcoming resistance and
Although the bond has weakened many of your Dragon's immunity to nonmagical attacks and damage.
draconic attributes, it has enhanced its magical potential, When your dragon receives temporary hit points through
and this invocation brings back some of its lost power. the Pact of the Dragon feature, you can add your Charisma
When you command your Dragon to cast eldritch blast, modifier (minimum of 1) to this amount.
you can choose to change it into an area attack with a DC Dragon Rider
saving throw, which is different for each dragon and listed Prerequisite: 7th-level, Pact of the Dragon feature.
in the Dragon Student table. It damages all creatures in the
area. Instead of firing additional beams, its breath weapon When you take the Attack action on your turn to make a
deals an additional 1d10 damage at 5th level, 11th level, and melee weapon attack (or the Ready action to prepare a
17th level this way. A creature takes half damage on a melee weapon attack) while riding your dragon, you can
successful save. now use your bonus action to command your dragon to cast
If you possess the Agonizing Blast invocation, then when a cantrip spell. You can only make one attack with the
you deal damage with your eldritch blast cantrip this way, Attack action this way. You and your dragon combined can
each creature that suffers damage counts as a hit, and you only cast one spell per turn this way.
can add the total bonus damage to each affected creature.
Gifted Student
Dragon Warrior Prerequisite: 7th-level, Pact of the Dragon feature.
Prerequisite: Pact of the Dragon feature.
The number of temporary hit points that your dragon
You gain proficiency with medium armor, shields, and receives through the Pact of the Dragon feature increases
martial weapons. by 3. When your dragon receives these temporary hit
Whenever you finish a long rest, you can touch one melee points, you can give them to another creature you can see
weapon that you are proficient with and that lacks the two- (including yourself) within 60 feet of your dragon instead.
handed property. When you attack with that weapon, you Afterwards, that creature cannot receive temporary hit
can use your Charisma modifier, instead of Strength or points this way again until it finishes a short or long rest.
Dexterity, for the attack and damage rolls. It counts as a When your dragon regains hit points while in combat,
magic weapon. This benefit lasts until you finish a long rest. you can choose to regain these hit points yourself instead,
provided you are within 60 feet of your dragon.
Draconic Smite
Prerequisite: 5th-level, Pact of the Dragon feature Elemental Fury
Once per turn when you hit a creature with a melee Prerequisite: 12th-level, Pact of the Dragon feature.
weapon, you can expend a warlock spell slot to deal an All damage that you and your dragon deal ignores
extra 1d8 damage of the type associated with your dragon resistance against your dragon student's damage type.
student to the target, plus another 1d8 per level of the spell
slot, and you can knock the target prone if it is Huge or Combine Magic
smaller. Prerequisite: 15th-level, Pact of the Dragon feature.
Flying creatures will count as prone for game mechanics.
If a Dragon Master shares a particularly strong bond with
Improved Breath Weapon his or her dragon, the pair can even cast spells together that
Prerequisite: 5th-level, Breath Weapon invocation, Pact of combine the best of the mortal and dragon forms of magic,
the Dragon feature. going where no mortal or dragon could go before.
When you use your action to command your dragon to
When you command your dragon to cast eldritch blast as a cast a warlock spell that expends a spell slot and deals
breath weapon, you can double its range (a cone becomes damage, you can use your bonus action to deal maximum
30-foot, and a line becomes 60-feet long and 10 feet wide). damage with that spell if your dragon is within 30 feet of
you. When you use this feature, you can choose any number
Improved Dragon Warrior of creatures that you can see. The chosen creatures
Prerequisite: 5th-level, Dragon Warrior invocation, Pact of automatically succeed on their saving throws against the
the Dragon feature. spell and take no damage from the spell.
You can use any weapon that you enhanced with your The first time you do so, you and your dragon each suffer
Dragon Warrior invocation as a spellcasting focus for your 2d12 force damage due to the feedback. If you use this
warlock spells. You can summon it to your hand as an invocation again before finishing a long rest, the force
action as long as it is on the same plane of existence as you. damage increases by 2d12. This damage ignores temporary
hit points, resistance, and immunity.
62
You know the primal savagery cantrip, and when you cast it
Dracolich Initiate its damage type changes to necrotic. For you, this cantrip
“I never blamed my parents, they only did what any parent counts as a wizard cantrip. Your breath weapon and primal
should, protect their child. Unfortunately, sometimes savagery cantrip both count as 1st level spells (but not
parents do all the wrong things for all the right reasons.” necromancy spells) for the Grim Harvest feature while you
— Zehir Dragonsong have less than half your maximum hit points remaining.
Although every half dragon has the potential to become a School of Necromancy, Revised
mighty dragon, their early lives are fragile. Some more than Necromancy Savant
others. There are some diseases that magic, arcane or Beginning when you select this school at 2nd level, the gold
divine, can not heal. Or whose methods of healing are and time you must spend to copy a necromancy spell into
outside the reach of those who need it. Sometimes the your spellbook is halved. All necromancy spells count as
parents will go to any length to save the life of their child, as wizard spells for you, regardless of class restrictions.
it threatens to lose its hold on this world. Those truly
desperate will seek out blue dragons or half blue dragons to Grim Harvest
request an altered Dracolich Brew. Although the brew that At 2nd level, when you deal damage to another creature
they attain is nowhere near the potential of the normal with a 1st level or higher spell, provided the creature isn't a
brew used to create dracoliches, its altered and watered construct or undead, you can use your reaction to regain hit
down form does grant those that drink it immunity against points equal to half the amount of damage you dealt to that
any diseases. In exchange however, it slowly kills those who creature (rounded down). If the damage is dealt by a 1st
take it, forcing them into a life of arcane study if they wish level or higher necromancy spell, you can choose to gain a
to "live". Through these studies, these desperate wizards number of temporary hit points equal to this amount
hope to understand and use the effects of the altered instead. This feature can only target one creature per round.
Dracolich Brew to transform into a lich before the brew
kills them. Most dracolich initiates are half blue dragons, Undead Thralls
but any half dragon can take this option. Those that follow Starting at 6th level, you can verbally command undead
this path are not necessarily evil, however those that work creatures you control without having to spend any actions.
for Tiamat can again experience the mortal pleasures they In addition, you add the animate dead and summon undead
lost before, making it tempting to join her dark path. Those spells to your spellbook if they are not there already. When
that don't follow Tiamat often become content with the you cast animate dead, you can target one additional corpse
study of the arcane and attaining power and knowledge. or pile of bones, creating another undead, as appropriate.
You can also cast this spell on one non-humanoid corpse,
Prerequisites provided its number of hit dice are equal to or lower than
Only half dragons can take the altered Dracolich Brew and your level. It retains its statistics, and gains the zombie NPC
survive to become dracolich initiates, after which they feature (Dungeon Master's Guide page 282). You can only
receive the changes described below. If you choose this half control one corpse animated this way at a time. The zombie
dragon variant, you must choose the wizard class at 1st mentioned in this subclass references the standard zombie,
level, and you must choose the School of Necromancy and not this animated corpse. The grave bolt ranged spell
arcane tradition at 2nd level. You cannot multiclass into attack of your summon undead spirit counts as a weapon.
another class once you've chosen this variant. When you create an undead using a necromancy spell, it
Dracolich Initiate variant has additional benefits (except for the mob of zombies):
You can choose this variant upon character creation, and it The creature's hit point maximum is increased by an
can be applied to any half dragon subrace. You can ascend amount equal to your wizard level.
to dragonhood like any half dragon can, but when you The creature adds your proficiency bonus to its weapon
ascend you become a dragon of your chosen racial dragon damage rolls.
type with the Dracolich template (Monster Manual page
83), which does not affect the maximum CR of your True Dreadful Summoner
Dragon Form. At 13th level, you transform into a lich as Also at 6th level, you can create a pocket dimension where
described in the Grim Hollow Campaign Guide (page 46), you can store your undead minions. As an action, you can
without having to meet the Prerequisites. Because of your send any number of undead you control and can see into
rigorous studies towards achieving lichdom, you do not this dimension, or summon any number that are already
need to complete the Ritual of Dread. there into unoccupied spaces within 60 feet of you. If you
When choosing this variant, you gain the following lose control over an undead while it is in this pocket
changes to the racial traits of your half dragon subrace: dimension, it will appear into an unoccupied space closest
to the space where they were before being sent to this
You lose your standard Ability Score Increase, and dimension. You can choose to destroy an undead you
instead your Intelligence score increases by 2, and your created when you lose control over it while it is in this
Constitution score increases by 1. dimension. You can use your action to store any number of
Your Draconic Ancestry remains the same. corpses or piles of bones that you can see within 60 feet of
Instead of your half dragon subrace's unique draconic you within this dimension, or summon any number back as
trait, you gain the Dracolich Initiate trait listed below. an action into unoccupied spaces within 60 feet of you.
Dracolich Initiate Inured to Undeath
You are immune to diseases, and your skin is enhanced by At 10th level, you have resistance to necrotic damage, and
your magic affinity. When not wearing armor and not your hit point maximum can't be reduced. You have spent so
wielding a shield, you can calculate your AC as 10 + Your much time dealing with undead and those that create them
Dexterity modifier + your Intelligence modifier. that you've become inured to some of their worst effects.
63
In addition, whenever you create an undead using a separate the mob if you can see it and it has its maximum
necromancy spell, it has additional benefits: hit points. Any wounds the zombies have are transferred to
the mob. When the mob is killed, all zombies that were
If the creature is not a mob of zombies, it gains the combined in it are destroyed. If you lose control over a zom-
Undead Fortitude trait. If it already has this trait, then bie in the mob, then that zombie is immediately destroyed.
the DC of its Undead Fortitude is reduced by 5 instead.
It can calculate its AC as 10 + your proficiency bonus, Command Undead
provided it is not a zombie or mob of zombies. This Starting at 14th level, you can use magic to bring undead
amount can not be increased by any armor or shield. under your control, even those created by other wizards. As
As an action, you can combine 4 to 10 zombies you control an action, you can choose one undead that you can see
and can see into a mob of zombies that you control (if each within 60 feet of you. That creature must make a Charisma
zombie is within 5 feet of another of those zombies), or saving throw against your wizard spell save DC. If it
succeeds, you can't use this feature on it again for the next
24 hours. If it fails, it becomes friendly to you and obeys
Undead Fortitude. If damage reduces the undead to 0 your commands until you use this feature again.
hit points, it must make a Constitution saving throw Intelligent undead are harder to control in this way. If the
with a DC of 5 + the damage taken, unless the damage target has an Intelligence of 8 or higher, it has advantage on
is radiant or from a critical hit. On a success, the the saving throw. If it fails the saving throw and has an
undead drops to 1 hit point instead. Intelligence of 12 or higher, it can repeat the saving throw
at the end of every day until it succeeds and breaks free.
Languages: Draconic
ancestors tied to that coloration. The characteristics in the
tables below however are fitting for all half dragon broods.
Skill Proficiencies: Persuasion, Intimidation
Tools: One type of musical instrument of your 8 My pride won’t let me back down from a challenge.
Copper
choice
66
Actions
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
Dragon Knight: Some adventurers form a strong bond target. Hit: 5 (1d8+1) piercing damage.
with their dragon hatchling sidekick, and can become a Lightning Breath (Recharge 5–6). The dragon exhales
Dragon Knight at their DM's discretion. Their dragon lightning in an 20-foot line that is 5 feet wide. Each
can act during the Dragon Knight's initiative instead of creature in that line must make a DC 11 Dexterity
their own, and it becomes a young dragon of the same saving throw, taking 7 (2d6) lightning damage on a
type at a level equal to twice that young dragon's CR. failed save, or half as much damage on a successful one.
This works similar to growing into a wyrmling, but
from a wyrmling into a young dragon instead.
Brass Dragon
Black Dragon Hatchling
Small dragon, chaotic good
Hatchling
Small dragon, chaotic evil Armor Class 15 (natural armor)
Hit Points 13 (3d6 + 3)
Armor Class 15 (natural armor) Speed 30 ft., burrow 15 ft.
Hit Points 13 (3d6 + 3)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 11 (+0) 13 (+1)
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 12 (+1) Saving Throws Dex +2, Cha +3
Skills Perception +4, Stealth +2
Saving Throws Dex +2, Cha +3 Damage Immunities fire
Skills Perception +4, Stealth +2 Senses darkvision 60 ft., passive Perception 14
Damage Immunities acid Languages Draconic
Senses darkvision 60 ft., passive Perception 14 Challenge 1/2 (100 XP) Proficiency Bonus +2
Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
Amphibious. The dragon can breathe air and water. target. Hit: 5 (1d8+1) piercing damage.
69
Bronze Dragon Copper Dragon
Hatchling Hatchling
Small dragon, lawful good Small dragon, chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Saving Throws Dex +2, Cha +3 Saving Throws Dex +2, Cha +3
Skills Perception +4, Stealth +2 Skills Perception +4, Stealth +2
Damage Immunities lightning Damage Immunities acid
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Draconic Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one Acid Breath (Recharge 5–6). The dragon exhales acid in
target. Hit: 5 (1d8+1) piercing damage.
an 20-foot line that is 5 feet wide. Each creature in that
Lightning Breath (Recharge 5–6). The dragon exhales line must make a DC 11 Dexterity saving throw, taking
lightning in an 20-foot line that is 5 feet wide. Each 7 (2d6) acid damage on a failed save, or half as much
creature in that line must make a DC 11 Dexterity damage on a successful one.
saving throw, taking 7 (2d6) lightning damage on a
failed save, or half as much damage on a successful one.
Gold Dragon
Celestial Dragon Hatchling
Hatchling Small dragon, lawful good
Small dragon, lawful neutral
Armor Class 15 (natural armor)
Hit Points 13 (3d6 + 3)
Armor Class 15 (natural armor) Speed 30 ft., swim 30 ft.
Hit Points 13 (3d6 + 3)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Saving Throws Dex +2, Cha +3
Skills Perception +4, Stealth +2
Saving Throws Dex +2, Cha +3 Damage Immunities fire
Skills Perception +4, Stealth +2 Senses darkvision 60 ft., passive Perception 14
Damage Immunities radiant Languages Draconic
Senses darkvision 60 ft., passive Perception 14 Challenge 1/2 (100 XP) Proficiency Bonus +2
Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Amphibious. The dragon can breathe air and water.
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one Fire Breath (Recharge 5–6). The dragon exhales fire in a
target. Hit: 5 (1d8+1) piercing damage.
15-foot cone. Each creature in that area must make a
Heavenly Wrath Breath (Recharge 5–6). The dragon DC 11 Dexterity saving throw, taking 7 (2d6) fire
exhales heavenly fire in a 15-foot cone. Each creature in damage on a failed save, or half as much damage on a
that area must make a DC 11 Dexterity saving throw, successful one.
taking 7 (2d6) radiant damage on a failed save, or half as
much damage on a successful one.
70
Green Dragon Sapphire Dragon
Hatchling Hatchling
Small dragon, lawful evil Small dragon, lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Saving Throws Dex +2, Cha +3 Saving Throws Dex +2, Cha +3
Skills Perception +4, Stealth +2 Skills Perception +4, Stealth +2
Damage Immunities poison Damage Immunities thunder
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 14 Languages Draconic
Languages Draconic Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
Amphibious. The dragon can breathe air and water.
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
target. Hit: 5 (1d8+1) piercing damage.
Silver Dragon
Red Dragon Hatchling Hatchling
Small dragon, chaotic evil Small dragon, lawful good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Saving Throws Dex +2, Cha +3 Saving Throws Dex +2, Cha +3
Skills Perception +4, Stealth +2 Skills Perception +4, Stealth +2
Damage Immunities fire Damage Immunities cold
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Draconic Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions Actions
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
target. Hit: 5 (1d8+1) piercing damage.
target. Hit: 5 (1d8+1) piercing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a Cold Breath (Recharge 5–6). The dragon exhales fan icy
15-foot cone. Each creature in that area must make a blast in a 15-foot cone. Each creature in that area must
DC 11 Dexterity saving throw, taking 7 (2d6) fire make a DC 11 Constitution saving throw, taking 7 (2d6)
damage on a failed save, or half as much damage on a cold damage on a failed save, or half as much damage
successful one. on a successful one.
71
Steel Dragon White Dragon
Hatchling Hatchling
Small dragon, lawful neutral or lawful good Small dragon, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+1) 11 (+0) 10 (+0) 13 (+1) 13 (+1) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)
Saving Throws Dex +2, Cha +3 Saving Throws Dex +2, Cha +2
Skills Perception +4, Stealth +2 Skills Perception +4, Stealth +2
Damage Immunities acid Damage Immunities cold
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Draconic Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions Actions
Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
target. Hit: 5 (1d8+1) piercing damage.
target. Hit: 5 (1d8+1) piercing damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in Cold Breath (Recharge 5–6). The dragon exhales an icy
an 20-foot line that is 5 feet wide. Each creature in that blast of hail in a 15-foot cone. Each creature in that area
line must make a DC 11 Dexterity saving throw, taking must make a DC 12 Constitution saving throw, taking 7
7 (2d6) acid damage on a failed save, or half as much (2d6) cold damage on a failed save, or half as much
damage on a successful one. damage on a successful one.
Revised and Additional Items
Elven Feats, Items and Traits Coral Armor
These feats, items, and traits are meant to give more Armor (medium, but not hide), uncommon
options to elven players, as well as to players overall. This armor is made out of flexible modified coral, and is
popular among aquatic druids due to its lack of metal. If the
armor normally imposes disadvantage on Dexterity
Feats (Stealth) checks, the coral version of the armor doesn't.
Several racial feats have been reworded to allow for spell Magical armors made out of this material have their cost
casters to cast these spells with their class spell slots. increased by 100 gp instead of increasing their rarity.
Drow High Magic (revised) Deepchill Crossbow
Weapon (crossbow; hand, light, or heavy), varying rarity
Prerequisite: Elf (Drow) (requires attunement)
This magical crossbow is a favorite of sea elf warriors.
You learn more of the magic typical of dark elves. You learn When you hit a creature with this crossbow, its speed is
the detect magic spell and can cast it at will, without reduced by 10 feet until the end of its next turn. In addition,
expending a spell slot. You also learn levitate and dispel the target must make a Constitution saving throw. On a
Magic, each of which you can cast once without expending failed save, the target takes 1d6 cold damage, and it has
a spell slot, and you regain the ability to cast the spell in this disadvantage on the next weapon attack roll it makes before
way when you finish a long rest. Charisma is your the end of its next turn. You gain a bonus to attack and
spellcasting ability for these spells. If you have spell slots of damage rolls you make with this weapon based on its rarity.
2nd level or higher, you can cast levitate with them. If you
have spell slots of 3rd level or higher, you can cast dispel Rarity Attack/Damage bonus Saving Throw DC
magic with them. Uncommon +0 12
Retiarius Rare +1 13
Very Rare +2 14
You are trained in the fighting styles of the Retiarius
gladiator.
Mithral Weapon
Increase your Strength or Dexterity score by 1, to a Weapon (requires a weapon that deals slashing or piercing
maximum of 20. damage), uncommon
You gain proficiency with the net if you don't already Mithral is a light, flexible metal. A weapon made out of
have it, and the benefits of the sea elves' Net Mastery this material gains the finesse property. If the weapon does
trait. not have the two-handed property, it gains the light property.
Magical weapons made out of this material have their cost
Revenant Blade (revised) increased by 300 gp instead of increasing their rarity.
Prerequisite: Elf Mithral weapons count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
You are descended from a master of the double-blade, and and damage.
some of that mastery has passed on to you. You gain the Steel Net
following benefits: Weapon (net), uncommon
Increase your Strength or Dexterity score by 1, to a This uncommon item follows the rules of the standard
maximum of 20. net, except it has a Strength check DC of 15, an AC of 15,
While wielding a double-bladed weapon with two hands, and it takes 10 slashing damage to destroy the net.
you gain +1 bonus to your AC.
A double-bladed scimitar has the finesse property when Valenar Double Scimitar
you wield it. Weapon (double-bladed scimitar), rare (requires
When you make an attack with a doubled-bladed attunement)
scimitar, and you make a melee attack with it as a bonus The elves of Valenar use this exotic double weapon with
action, that attack's base damage is 2d4, instead of 1d4. curving scimitar blades on each end. You gain a +1 bonus to
attack and damage rolls made with this weapon, and it
Wood Elf Magic (revised) counts as having the finesse property. The weapon damage
dice of this double-bladed scimitar increase by one step (so
Prerequisite: Elf (Wood) for example, from 1d4 to 1d6, from 2d4 to 2d6 etc).
You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one druid Traits
cantrip of your choice. You also learn the longstrider and With your DM's permission, elves (and other races) that
pass without trace spells, each of which you can cast once have proficiency with certain weapons as part of a racial
without expending a spell slot. You regain the ability to cast trait can benefit from the Weapon Mastery variant rule.
these two spells in this way when you finish a short or long
rest. Wisdom is your spellcasting ability for all three spells. Variant rule: Weapon Mastery
If you have spell slots of 1st level or higher, you can cast If you have proficiency with certain weapons as part of a
longstrider with them. If you have spell slots of 2nd level or racial trait, and you also have proficiency with these
higher, you can cast pass without trace with them. weapons from another source (such as your class), then you
gain a +1 bonus to damage rolls with these weapons.
73
Drow Sea Elf
With your DM's permission, if you are playing an elf (drow), With your DM's permission, if you are playing an elf (sea
you can exchange the Sunlight Sensitivity trait with the elf), you gain Net Mastery as an additional racial trait.
Sensitive Eyes trait. If your character was born on the sur-
face, you can also choose to forgo your Sunlight Sensitivity Net Mastery
trait all together, provided you exchange your Superior Sea elf racial trait, requires the Sea Elf Training trait
Darkvision trait with the standard Darkvision trait. You gain the following benefits while fighting with nets:
Sensitive Eyes The range of your net attacks doubles (10/30 ft).
Drow racial trait, replaces the Sunlight Sensitivity trait
75
Dragons
D
ragons are among the most powerful Copper Dragon
creatures of creation, and rightfully feared for Also known as the trickster dragon, they love playing
their might. Each dragon type is different, and pranks on others. They are playful and often help those in
has its own personality traits. Nevertheless all need, but sometimes their pranks go a bit too far. A prank
dragons, even the metallic dragons, have a gone terribly awry will make them feel bad, but they won’t
part in their brain that makes them fully change their ways or see it as their fault. They are nimble
believe that their race is the superior one and will much rather fight by jumping and climbing than
without question, debate or hesitation. As such dragons fighting in flight. Combined with their rock shaping magic,
tend to be prideful at best, and arrogant at worst. this makes them incredibly dangerous in their rocky lairs.
Nevertheless they have had the most impact of any
creature, aside from the gods and other divine beings, upon Gold Dragon
the realms. Below is a summary of the general personality Gold dragons are imperialistic yet isolationists, proactive
of each dragon race. Although each dragon is of course schemers and preparers against evil plots yet not often
unique, they do share certain strong traits among their own ruling or preparing the victims to be. They spend most of
race, which are then passed on to those mortal races that their time in humanoid form practicing and studying magic,
share their blood, albeit in a lesser manner. Regardless, or confiscating powerful evil or dangerous magical items to
dragons make for either powerful allies, or deadly foes. protect or give to the ones worthy of these items. They are
The dragons detailed here are the standard ones found in renowned for their wisdom and tenacity at fighting evil.
the Monster Manual on page 86. For more details on the
dragon types that are mentioned in this work, namely the Green Dragon
celestial dragon, sapphire dragon, and steel dragon, you can Green dragons are the schemers and deceivers, the silver-
find a detailed summary that starts on page 91. tongued devil who would much rather see their enemies
defeated without anyone even knowing that they were
Black dragon involved, than face a foe directly with pure brawn. They love
Also known as skull dragons, they are the most vile collecting talent as their hoard, whether as captives or free
tempered and cruel of all chromatic dragons, and generally willed. So when fighting, if it even comes to that, the green
live solitary lives in swamps and marshlands. They love dragon probably brings along elite minions. However, they
outliving glory and accomplishments, as they enjoy seeing are also known as affectionate and protective parents.
everything rot, fester and fall apart. They often destroy
cities to lair in the remnants, as they revel in outliving the Red Dragon
city and being the cause of its demise. Red Dragons are loners and brutes, purely focussed on
their reputation and wealth. They have a nasty streak of
Blue Dragon rage outbursts, during which they lose their sense of
Blue dragons are strategians, and are incredibly patient and rationality and preservation, despite their hobby of strate-
coolheaded. As such they are considered the opposite of red gising tactics against any possible scenario. They hate all
dragons. If the battle cannot be safely won directly, the blue other dragons and attack them on sight, including fellow
dragon can fly by with lightning strikes for literal days on chromatic dragons, and especially other red dragons.
end without ever fighting its foes directly. Nonetheless, they
are driven to hunt reputable (not necessarily strong, just Silver Dragon
renowned) foes like knightly orders to prove their prowess. Silver dragons live by the credo of "Actions causing harm is
They live in deserts and in groups with an hierarchy based a crime, actions that cause no harm is one’s own bussiness".
on strong family bonds, even towards their half dragon Meaning that as long as someone hasn't done anything
offspring, who often fight for them as Stormscale agents. wrong, the silver dragon will never proactively intervene or
punish them. They focus more on saving and healing the
Brass Dragon innocent than punishing the villains. And when action is
Brass dragons love talking above all else. They don't required they could contemplate on what kind of action is
necessarily enjoy listen to others, and mostly like to speak required for decades, unless they are driven to faster action
to enjoy the sound of their own voice. They may even trap by short-lived races like humans. They do love it when
you in sand, or cage you, just to keep you listening. However, humans force them to action however, which is why they
they never mean to cause any true harm, and they are one spend most of their times disguised among them. They find
of the most benign of all species of dragon. humans fascinating, and respectable in an obviously lesser
to them but still significant enough degree.
Bronze Dragon
Bronze dragons are the paladins but also the tyrants among White Dragon
metallic dragons. They have a self-defined set of rules and White dragons are the most primitive of all dragons, and
morals that they apply to everyone else, and will apply only intelligent in some ways. They have memories that let
punishment to those that break them, while seeing no them recall details with perfect clarity, but no recollection of
reason to reward those that succeed their trials. If they see the nuances due to a lack of understanding in the abstract
theft as evil, then a 5 year old stealing a loaf of bread is no field. They know they are the weakest of the dragons, and
less evil than a hardened robber in their eyes. Fortunately survived this far only because there are no real dragon
they can be lenient, and bronze dragons prefer to resolve competitors in the desolate areas that they can survive in.
things without conflict, killing only when absolutely However, despite being relatively weaker to other dragons
necessary. If pressed however, they will fight viciously. They they are still dragons, and when compared to most non-
often join good aligned armies to fight the forces of evil. dragons they are at the top of the food chain.
76
The Draconic Races
H
alf dragons, dragonborn, and kobolds are for them, but generally tolerate it while simultaneously
often collectively referred to as the draconic relying heavily upon their unorthodox way of fighting and
races. The one thing that all draconic races high numbers.
have in common is that the blood of dragons Their opinion on the other races varies, as they tend to
flows through their veins. Because of this, value people's skill and merit the most. Usually, they tend to
or in some cases despite this, they are get along with dwarves due to their strong sense of honor
naturally drawn to each other. and duty. Humans are seen as both fascinating as well as
dangerous, but overall they have a friendly relationship.
Dragonborn They respect the skill of the Elves and the strong sense
Dragonborn, as their name indicates, are born from towards communities that halflings have. Gnomes are seen
dragons. They were created with the essence of dragons with a slightly less positive view due to their rivalry with the
and look the most draconic out of all the humanoid kobolds, to whom they have grown somewhat attached. But
draconic races. Like half dragons, the blood of a particular if a gnome proves its merit, then the dragonborn will often
type of dragon runs strong through each dragonborn, prove itself to be a devoted ally and friend.
granting additional traits. Ironscale Legions
Despite this, most don't have a tail like the half dragons The dragonborn are the most organized of all the draconic
have, and those that do are often shunned due to it being races. This is because they were originally created as foot
considered a bad omen for dragonborn to have a tail. They soldiers for true dragons, to fight in their many wars.
are divided into subgroups based on the draconic Eventually many broke free, but they kept their military
fragments that they possess. Most are blessed with a ways. Although dragonborn are divided within clans, all
powerful soul piercing roar, while others have developing clans come together and form legions together, working
wings or tougher scales. Regardless of their gifts, they have under a council that was elected by the numerous clans.
a reputation for being reliable and honorable. These are named the Ironscale Legions, and they are a
Their origins vary, but often they were created by dragons force to be reckoned with.
as shock troops and servants. Because of this dragonborn These legions comprise mostly out of dragonborn, but
have mixed feelings towards dragons in general. A few take also contain a large number of kobolds, who function as
pride in their origin, but most hold a grudge against scouts and support, as well as half dragons who fill more
dragons as they were little more than slaves. Regardless of specialized roles. True dragons however, due to the stigma
their stance on this, dragonborn pride themselves on their that the dragonborn have against them, are generally not
own skill and ability to take care of themselves, showing accepted within the ranks of a legion. Other humanoid
their worth through their own actions. As such, a continual races who are part of draconic communities, provided they
drive for self-improvement reflects the self-sufficiency of the prove their worth, may also become part of an Ironscale
dragonborn race. They value skill and excellence in all Legion. Usually these are the spouses of half dragons, or
endeavors. They hate to fail, and they push themselves to simply other races that have been absorbed within a
extreme efforts before they give up on something. And they draconic nation.
make mastery of a particular skill their lifetime goal. Those Divine spellcasters
half dragons that are raised by dragonborn communities are a touchy subject,
usually have a similar mindset and will often strive even because they believe
harder to prove their worth. To most dragonborn, the clan is that the gods created
more important than life itself. Each dragonborn’s conduct them to be slaves of
reflects on the honor of his or her clan, and bringing the dragons. Because
dishonor to the clan can result in expulsion and exile. Each of this many
dragonborn knows his or her station and duties within the dragonborn
position. Unlike half dragons, dragonborn live relative short taboo for
77
In addition, most dragonborn feel that one must prove had shown in their shared battles. Now these dragonforged
themselves through their own skill, instead of relying so must find their own place in this world, or they can remain
heavily upon a deity. Nonetheless, within the Ironscale in the service of their creators, which many do.
Legion, results are ultimately what matter.
The Legion understands the use of supportive and
healing magic, and as such dragonborn clerics are tolerated
and even appreciated if they prove their worth. Though Playing as a dragonforged
most divine spellcasters tend to be half dragons. Bards on When playing a warforged, you can choose to play the
the other hand are greatly appreciated within the ranks, dragonforged variant, provided you have your DM's
both for their skill at healing as well as boosting the morale permission. If you do, then you lose your Specialized
Design trait, and you must choose Draconic as your
of the troops. Arcane spellcasters are also a fundamental other language. In exchange you gain the following
part of a legion, as they suffer no taboo for their magic. racial traits:
After all, they learned how to wield magic themselves after Darkvision: You can see in dim light within 60 feet of
either hard work, or because they were naturally talented, you as if it were bright light, and in darkness as if it
which are both traits that the dragonborn value. were dim light. You can only discern shades of gray in
darkness.
Relationship with the Dragon Gods Breath Weapon: When you take a long rest you go
The relationship that dragonborn have with the gods is a through a process in which you shed metal on the
complicated one. Depending on your setting, this may also inside and collect it in your "stomach". You can use
your bonus action to exhale these metal shards in a
vary. In the forgotten realms setting, the dragonborn 15-foot cone. Each creature in the area of the
originate from Abeir, where they were servants and slaves exhalation must make a Dexterity saving throw. The
of the dragons. Religion never took place on Abeir because DC for this saving throw equals 8 + your Constitution
the gods only existed on Toril, which is the main setting of modifier + your proficiency bonus. A creature takes
the forgotten realms. Abeir was the planet of the 2d6 piercing damage on a failed save, and half as much
primordials, where they ruled instead. On Abeir, no god damage on a successful one. The damage increases by
would answer your prayers, so divine magic was largely an additional 1d6 at 5th level, 8th level, 11th level, and
17th level. You can use this trait a number of times
useless there. The dragons eventually rose up against their equal to your proficiency bonus, and you regain all
former primordial masters, and eventually conquered most expended uses when you finish a long rest.
of the planet. While wearing magical armor, these shards count as
Through this war they artificially created the dragonborn, magical for the purpose of overcoming resistance and
as the perfect soldiers. They lived short lives compared to immunity to nonmagical attacks and damage, and you
dragons, but they reproduced a lot faster, and were created add double the armor's magic AC bonus (if any) as
additional damage to this breath weapon.
in mass numbers. Some tried to fight off the tyranny of Flawed Restoration System: While you are in combat,
dragons, but most failed. During the spell plague, a large any healing you receive from other creatures is halved.
city of dragonborn was transported to Toril, and from here If a spell, such as raise dead, has the sole effect of
dragonborn were able to walk among humans and the restoring you to life (but not undeath), then the caster
many other races. This could be different for your setting, doesn't need material components to cast the spell on
but they are generally former slaves of the dragons, and you. In addition, these spells can be used to resurrect
believe that the gods abandoned them to dragon kind. you within 1 day if the original time limit was shorter
Nevertheless, they respect talented clerics for their healing (such as the revivify spell). Whenever you become
stabilized you immediately regain 1 hit point.
magic, and once they've proven their worth they will usually
be accepted. Among the newly accepted gods, Bahamut the You can attune to magic items that require attunement
platinum dragon has become the most popular. by a dragonborn.
Dragonforged
Dragonforged are modified warforged, and considered the
pinacle of dragonborn crafting. The creation of these
dragonforged was commissioned by several legions, who
sought to create loyal and stalwart sentries against enemies
that relied heavily on ambush tactics and assassinations.
These modifications include darkvision, a "breath weapon"
which launches several metal shards, and a restoration
system that allows them to be more easily revived after
battle. However, this came at the cost of their specialized
design, and their new restoration system had a significant
flaw; it conflicted with their integrated protection, and
limited restoration magic from sources other than itself, as
the system saw those as an outside threat while the
dragonforged was in combat. Nevertheless, this flaw
78
race its desire to become stronger and seek out challenges,
Half Dragon they tend to live dangerous lives. In order to expand and
Half dragons are the most "human" among the draconic increase their survival changes, half dragons usually spend
races. They appear like humans, with scales and hair colors the early parts of their long lives rearing and raising
that match their most dominant draconic ancestor. They children, and will only adventure once they feel they have
have a long scaly tail, scaled legs, and a few scales on their experienced this kind of life long enough, potentially leaving
torso, arms, and face. their current children into the care of their spouse or
In addition they have draconic horns sprouting from their families. Their long lives allow them to experience both
heads, as well as draconic looking eyes. Half dragons are lifestyles, and it isn't uncommon for a half dragon
divided in subraces based on which draconic ancestor is adventurer to have children waiting at home, or to return to
the most dominant for them. Based on their ancestry, they a life of family once their adventuring lives are behind them.
are blessed with various benefits. But a powerful breath However, despite their claims, their adventuring lives are
weapon is what they all have in common, even compared to never truly left behind, as their racial drive to become
that of the dragonborn. stronger often pushes them back into it once more. Despite
Half dragons are different from dragonborn in that they this, half dragons are a race with strong individuals, and
were not artificially created, but instead are born or are some start their lives as adventurers instead. The pull
descended from unions between dragons and their mortal towards worthwhile challenges taking priority for them.
partners. Metallic dragons are known for their ability to Alongside half silver dragons, half blue dragons, and half
take on humanoid forms, especially silver dragons, whose bronze dragons, half red dragons are among the most
love for humanity has caused them to create an entire numerous of half dragons. This has baffled many scholars,
human subrace; the silverbrow humans. However, dragons as red dragons do not have the love for humanity that silver
are magical creatures, and many are able to wield powerful dragons have, nor the organization and family bonds of blue
magic (see the Dragons as Innate Spellcasters variant rule and bronze dragons. In addition, red dragons are infamous
in the Monster Manual on page 86). As such many for their pride and desire to make achievements without the
chromatic dragons have been able to create half dragon help of others. And ironically, while half red dragons have
bloodlines of their own. Blue dragon particularly are known the strongest desire out of all the half dragons to become
for creating many half dragon offspring, as a way of creating stronger, they do work very well together. They are known
weaker soldiers that will be less likely to betray them. as sea coast raiders, who pillage while sailing their
Interesting enough, despite being chromatic dragons, blue longboats. While this is partially true, there are also more
dragons are known for being loving parents to any of their peaceful half red dragon tribes. Half red dragons generally
children, dragon or half dragon. Half dragons possess less believe that they were formerly human tribes, who sought
bestial traits than dragonborn, but possess undeniable to create more half red dragon tribesmen to give them an
potential and the possibility to "ascend to dragonhood". edge in their many wars. They did this through temporary
This grants the half dragon the ability to assume their true forged alliances with red dragons, whom they bought with
dragon form, and become a full-fledged dragon. gold and treasure. Over time their dominant genes spread,
In addition, half dragons live a lot longer than creating entire tribes of half red dragons. Among these
dragonborn, being able to live almost a millennium, and tribes, sorcerers that practice Storm Sorcery are revered.
surpassing the age of elves. Despite this, they often have These sorcerers are blessed by the storms (page 57) and
more children than elves do, and as such are a fast use their magic to safely guide their people's longboats on
expending race, almost as fast as dragonborn. The only their long journeys, and are also capable combatants who
thing keeping this race in check from overwhelming areas can hold their own in battle. Those half red dragon Storm
are the many conflicts they tend to have. Not because they Sorcerers that have done a great deed for their people will
are necessarily violent (though in the case of some half often be gifted a Sorcerous Hammer, through which they
dragon subraces this is indeed the case), but because they can channel their spells (page 56). Another way to show
are a prideful race that doesn't shy away from a challenge your worth is by becoming a renowned warrior, and berser-
and often meets it head on. Combined with the half dragon kers are considered to be among the greatest of warriors.
79
At your DM's discretion, if you are a barbarian that has their incredible speed to surprise foes and take them head-
chosen the Path of the Berserker, you gain the on. These Stormscales are fiercely loyal to their full-
Relentless Fury optional feature at 3rd level. blooded dragon kin, to the point that blue dragons even
trust them enough to allow them to be hired by those with
sufficient gold. They are greatly feared by even the most
Relentless Fury (Berserker) powerful of wizards, as more than one spell caster has met
3rd-level barbarian feature, requires the Berserker a grizzly demize at the hands of a Stormscale. Stormscale
primal path
are also known as honorable in many cases, and reward
Whenever you would gain a level of exhaustion, you
must make a DC 10 Constitution saving throw. If you
those that have provided a service to their cause. This
succeed, you do not gain the level of exhaustion. Each seems strange to many due to their blue dragon heritage, as
time you use this feature after the first, the DC they generally worship Tiamat. Many speculate that they
increases by 5. When you finish a short or long rest, it have this code of honor due to pragmatism, as it allows
resets to 10. In addition, you ignore all effects of any them the best results to persuade others, as they often have
levels of exhaustion you have while you are raging. enough riches. However, if those who have gained freely
gifted scales from a dragon (blue or otherwise) seek to
interweave these scales into light armor, most Stormscale
There are also groups of half dragons that work together will ensure that they find someone who can do that for
with their full-blooded kin. The most notable of those are them, out of respect to dragon kind. Despite being
the half silver dragons, who are often raised in human honorable, Stormscale will pragmatically eliminate anyone
settlements by their silver dragon family. These children are who might pose a threat to their dragon family.
often the result of the silver dragon's fascination with
humans, resulting in unions that create half silver dragons. Feats
Half blue dragons on the other hand are often created by
blue dragon families as a means to create plentiful and loyal Mage Slayer (revised)
troops to serve them. Despite this ulterior motive, blue You have practiced techniques in melee combat against
dragons are surprisingly good parents, treating their half spellcasters, gaining the following benefits:
and full-blooded offspring with equal affection. This
generally results in half blue dragons being loyal agents of When a creature within 5 feet of you casts a spell, you
their families. The family always comes first, even if it can use your reaction to make a melee weapon attack
means defying Tiamat. Despite being chromatic dragons, against that creature.
blue dragons are more likely to be mocking and You have advantage on melee attacks against creatures
manipulative than outright cruel or murderous to "lesser" that are concentrating on a spell.
creatures, which is why they love using hallucinations on You have advantage on saving throws against spells cast
travelers. Because the dragons themselves already provide by creatures within 5 feet of you, or who started their
the brute strength to their forces, half blue dragons often turn within 5 feet of you.
become Stormscales; specialized warriors
80
Relationship with other races
half dragon. drow and half dragon children as infiltrators as they seek
They tend to get along well with most other races, though to destroy drow society from within and end the
the drive and ambition that humans often possess makes oppressive and cruel matriarchy that Lolth has forced
half dragons gravitate towards humans more often than upon the drow race. Though their reasons are less
not. They are, however, wary of races that have unfavorable benign, as they seek to rule over all of drow
reputations based on past actions or beliefs. Yet, many half kind themselves, while secretly
dragons will judge individuals based on their merits before living among them.
deciding on an opinion about them.
Half Dragon players vs Half Dragon template
There is an existing half dragon template, which is meant
as a boon on top of existing monsters. The half dragon
player race is different in both appearance and power.
Where the template makes the creature look extremely
dragonlike, the playable half dragon still has a very
82
All dragonwrought kobolds have scales that are tinted in a
Kobold hue that aligns with their respective ancestors. The eggs
When most people think of kobolds, having a draconic that dragonwrought kobolds come from are covered in
ancestor is likely one of the last things that comes to their specks matching the color of their true dragon relative,
mind. Kobolds are cowardly by nature, and usually have a increasing in size and number over time. These kobolds are
weaker moral standing than most other races. As such they born with a set of reptilian wings, but only some can
seem to have little in common with their draconic immediately use them for flight. In most cases it will take
ancestors. Nevertheless, kobolds are quite capable crafters practice and experience for them to fully utilize their wings
and builders, if they are instructed well enough. And they to their fullest.
have an uncanny natural affinity for tunneling and laying The influence of a dragonwrought kobold's ancestry is
traps. Kobolds can live up to 120 years, but their tendency deep enough that they are granted several abilities. They
of almost comedically getting themselves killed means they are immune to magical sleep effects, and are resistant to
rarely live that long. They are the most numerous of all the paralysis as well as their draconic ancestor's elemental
draconic races, and they are also renowned for their type. Those with chromatic ancestry live up to five times
teamwork. When fighting alongside other kobolds they are longer than regular kobolds, and those with metallic ances-
also far less cowardly. tors can live up to ten times longer. Which is impressive
What they are most renowned for however is their seeing as regular kobolds can live up to 120 years.
worship of dragons, whose whims and even cruelty they Dragonwrought eggs are usually brought to sacred
readily forgive. This despite their tendency to be petty and kobold communities in mountain ranges or other high
spiteful if they don't receive the respect they believe they altitudes, where they focus on training their wings instead
deserve as descendants of glorious dragonkind. Indeed, no of digging through the earth and placing traps. They are
form of treachery comes to mind when a dragon is involved. also more prideful then regular kobolds, but this does not
And as far as they are concerned, dragonborn and half dissuade other kobolds from revering them in the slightest.
dragons are every bit as dragon as true dragons are. Usually dragonwrought kobolds are born from special
eggs, but sometimes the draconic gods bestow the gift of
Wild Kobolds dragonwrought upon those kobolds who earn their favor.
Those kobolds that are found as opponents to adventurers These kobolds are called Urds, named after the draconic
are usually "wild kobolds" as they are described by those word for wings, and are equally revered.
that understand the difference. These kobolds are far less
likely to interact with other races, and have developed a
W
orship is a sensitive topic among the dragonborn. Asgorath has no real enemies among the other
draconic races. On one hand Bahamut is gods, because of his neutral point of view. Even those of
often worshipped by half dragons, while opposing alignments can find common cause under the
Tiamat is usually worshipped by half banner of the World Shaper.
dragons of evil alignment. Asgorath, also
known as Io, the Ninefold Dragon, who Bahamut
created the dragon gods and all of Bahamut is the lawful good dragon god of justice, good
dragonkind, cares for the betterment of dragons and dragon dragons, metallic dragons, wisdom, and enlightened justice
society as a whole, and those who worship him often have (justice tempered with mercy and punishment with
very different interpretations. Regardless, he cares for all forgiveness). Bahamut is stern and very disapproving of evil,
dragon kind, which includes the draconic races. always arguing with Asgorath about his crusade against it.
Dragonborn on the other hand prefer not to revere gods, He accepts no excuses for evil acts, and doesn't tolerate
and will mostly just tolerate their worship. Especially even minor offenses by evil creatures. Despite his stance,
dragon gods are a touchy subject, as they are generally not he is also considered one of the most compassionate
very fond of true dragons, which extends to the dragon beings in the multiverse. He has limitless empathy
gods. Even as they receive blessings, or fragments, of what for the downtrodden, the dispossessed, and
makes a true dragon, they still do not think fondly of dragon the helpless. He usually prefers to
kind. Most dragonborn believe that the gods created them polymorph those who have offended
as slaves to the dragons, so worship among dragonborn is him instead of killing them,
considered taboo. Most dragonborn who revere gods are although it is also said that
usually paladins, as paladins are purpose driven and honor Bahamut loathes to
bound. They earn the blessings of their gods through deeds, sully himself
not by praying or asking for aid. In their minds they will with the
recognize them, see the value within them, and offer its evil
help to them. Which they will accept for the betterment of creatures.
the clan, and those around them. This is why those who
revere gods are usually paladins instead of clerics, and why
dragonborn warlocks are extremely rare.
The main deities of the draconic pantheon are Bahamut
and Tiamat. They are also the ones who enjoy the most
non-draconic followers, and have been at odds
84
By draconic standards, Bahamut is neither vain or desirous tell them the tale of "The Violation of Tiamat's Lair." At the
of treasure. He values wisdom, knowledge, prophecies, and tale's end, he would pull out an ornate stone trigger and
songs instead. He uses the great wealth he has amassed bury the assembled deities alive. The subsequent turn of
over the ages to help those in need, while using the magic events differs on whether the myth's teller is a kobold or a
items he has gathered to further his goals. However, he also gnome, but either way Garl Glittergold stumbled across
pursues viciously (usually sending his champions and Kurtulmak's cavern and pulled the trigger, burying the God
followers) those who try to steal the hoard from his palace of the kobolds in his own trap. The kobold version insists
as, after all, he is a god of justice. that Garl Glittergold did so because he was jealous of
Bahamut also likes to prove the strength and worthiness Kurtulmak's creation, whilst the gnomish version claims
of his followers by battling against them in his dragon form, that Garl admired Kurtulmak's work and pulled the
halting the combat when his followers are injured or when keystone out simply to see if it worked.
he overcomes them. However, he is prone to get carried The second story, as told by those kobolds that are more
away by his zeal, and has powerful healers on hand in case civilized, tells an entirely different tale: When Io gave the
he has gravely injured one of his followers in those battles. secret of creation to the first true dragons, the first dragon
While his court is comprised only of gold dragons, to use that secret was Caesinsjach, a green dragon. The
Bahamut enjoys the company of all good dragons, first kobold was Kurtulmak. Caesinsjach chose to
delighting in their differences and varied personalities. command her new creations through Kurtulmak; and he
ascended to a position of leadership. When Caesinsjach
invented the pickaxe. When she ordered them to tile her lair
85
the strength to rebuild the mine, or he would make the
mighty kobold a champion of his people for all eternity. In Ancient Foes
this latter case, the loss of Darastrixhurthi would remain, Dragons are known to be among the most powerful beings
but the memory of what happened would never be in the multiverse. As such there are few that seem to be
forgotten. able challenge their power. However, the multiverse is a fast
All kobolds are far less fearful when fighting alongside place, and the enemies of dragonkind have more than one
their tribe, as they believe that when they die serving their way of bringing ruin to the realms dragonkind call home. In
tribe they will be reincarnated as the next egg laid in a order to combat such threats, many half dragons receive
hatchery. If a kobold dies serving its own need instead of divine calls from their deities, who then band together to
that of the tribe, it gets reincarnated as the next pup born in fight a common foe, sometimes regardless of which dragon
the dire weasel stables. And if it betrays the tribe, it will god they align with. These campaigns are sometimes
reincarnate as a giant beetle, to be hunted by other kobolds. nicknamed bronze crusades, as the vast majority of those
Those who die while sacrificing themselves for the tribe are receiving the call are half bronze dragons. They are among
instead send to Kurtulmak's mine in heaven, and the most the most numerous of half dragons, and are also the most
productive and loyal kobolds there will be reincarnated as organized and militaristic. Because the divine calling can
dragons on the material plane. Those faithfully serving a come at any time, many are forced to leave their spouses
dragon, without betraying their tribe, also gain these divine and children behind, as they risk everything to ensure that
rewards. They live, they die, they live again. dragonkind, and as such their families, endure.
Tiamat Primordials
Known as the Dragon Queen, Tiamat is the lawful evil The primordials, or dawn titans, are god-like beings made
dragon goddess of greed, evil dragons, and chromatic of manifest entropy and elemental energy. Long ago, they
dragons. She is the eternal rival of her brother Bahamut, used the dragons as slave-steeds in their war with the gods.
ruler of the good metallic dragons. Later on they, and several of their slave-steeds, were
Tiamat is arrogant, greedy, hateful, spiteful and vain. She banished to their own world of Abeir. There, the dragons
never forgives any kind of slight, and always seeks to obtain rose up against their masters and were able to defeat most
more power and wealth. She disdains mortals, regarding of them, ruling Abeir in their stead. Meanwhile, many
them as mere disposable tools in her schemes. When dragons were left behind by the primordials, and became a
needed, she is charming and effeminate, but her self-serving dominant species on many worlds. The primordials still
and reptilian personality betrays her sooner or later. Tiamat remain a threat however, as some have vowed to bring
enjoys the company of male dragons, and she has many dragon kind back under their rule. They operate through
great wyrm consorts of the chromatic varieties. She also cultists, to manipulate the draconic races and destroy them
has an insatiable greed for treasures, but prefers that her from within. These cultists pose themselves as virtuous,
followers bring it to her in the form of gifts instead of claiming that having dragon blood makes you tended
searching for riches on her own. towards evil, and that you must follow the cult for guidance
Tiamat feels only scorn towards her brother, as she and let the cult take care of you, making you a slave in all
believes that dragons should dominate the world and rule but name. Because of the draconic
over the lesser and weaker races. Nonetheless, if non- races their tendency towards valuing
draconic followers of her prove their worth, she will indeed strength and independence, this has
bestow her blessings and strength upon them. Strength and always met with little success. When
independence are virtues she is always fond off, and she manipulating the other mortal races
can even become fond of mortals without draconic blood in against them on the other hand, they
their veins. Provided they acknowledge and submit have had far better success, as they
cultists.
86
Dragon's Armory
M
ost magic items are created by When you wield this weapon as a mace, you can use it to
wizards and artificers, crafted using shove an enemy, adding 1d8 to your Strength (Athletics)
complex spells and techniques check. If you successfully hit or shove a creature with this
beyond normal people. There are, weapon, it takes an additional 1d8 bludgeoning damage. If
however, some that can be made by the dragon that provided this claw dies, it becomes a
anyone – though the materials are too magical war pick/mace that only retains its +2 bonus.
hard for many to attain.
For those brave enough to confront the most dangerous Dragonfang Dagger
magical creatures in the multiverse, extraordinary items Weapon (dagger), rare or very rare (requires attunement)
can be crafted by people without a whiff of magical talent to A single tooth from such a full maw might seem a trifling
call their own. gift, but such a fang plucked willingly from a young dragon's
A Dragon's Gift mouth contains within it a fragment of their essence. The
hilt is wrapped in leather, carved to fit snugly in your hand.
Most adventurers have heard of the extraordinary powers of When you attune to this weapon, a Draconic letter
dragons' scales; however, few know of how much more appears on your palm, the first letter of the name of the
powerful they are when given freely as opposed to those dragon who tore this tooth from their mouth. You gain a +1
taken by force. Those who attune to dragon scale armor bonus to attack and damage rolls you make with this
made of these scales gain an extension of the dragon's very weapon. On a hit with this weapon, the target takes an extra
essence. Only rarely does a dragon willingly give up its 1d6 damage (the damage type matches the dragon whose
scales, however, as it also grants the wearer immunity tooth this dagger was made from). Immediately after you
against that dragon's breath weapon. Equally rare are the make a ranged attack with this weapon, it teleports back to
daggers and other weapons made of gifted dragon fangs your dragon-branded hand. You can also use a bonus action
and claws. The Dragonfriend's Armor is especially sought to summon the dagger to that hand as long as it is on the
after by druids, who are able to wear this armor due to its same plane of existence. Additionally, this dagger has a
lack of metal. thrown range of 30/120.
An adult or older dragon is even harder to convince to
Dragon Species and Damage Types part with one of its fangs, as it is also a matter of pride. But
Dragon Damage Type those that are convinced will grant you a great gift. These
Black Acid fangs are often rewarded by blue dragons to their
Blue Lightning
Stormscale servants. This Dragonfang Dagger is a very
rare magic item that grants its wielder all the above
Brass Fire benefits, and your attacks with this weapon score a critical
Bronze Lightning hit on a roll of 19 or 20.
Celestial Radiant
If the dragon that provided this fang dies, it becomes a
magical dagger that only retains its +1 bonus.
Copper Acid
Gold Fire Dragonfriend's Armor
Green Poison
Armor (scale mail), varying rarity (requires attunement)
Red Fire Dragon scale mail made of freely gifted scales is especially
Sapphire Thunder
supple and sturdy. As such it doesn't impose disadvantage
on your Dexterity (Stealth) checks, and it has a base AC of
Silver Cold 15 + Dex modifier (max 2).
Steel Acid
White Cold
87
Age Rarity AC bonus Queen's Prism
Wyrmling Uncommon +0 Armor (scale mail), legendary (requires attunement)
Young Rare +1 While dragonfriend's armor is made from one set of gifted
Adult Very Rare +2 scales, queen's prism is a patchwork pulled together from
Ancient Legendary +3 scales gifted by one of each of the five main types of
chromatic dragon (black, blue, green, red and white), at
While wearing this armor, you can speak Draconic, you least one of whom is ancient. The five types of scales slide
gain a bonus to AC based on the age of the dragon, you have soundlessly against each other, muffling your movements
advantage on saving throws against the Frightful Presence and bolstering you against harm. As such it doesn't impose
and breath weapons of dragons, and you have resistance to disadvantage on your Dexterity (Stealth) checks, and it has
one damage type that is determined by the kind of dragon a base AC of 15 + Dex modifier (max 2).
that provided the scales, as shown in the Dragon Species While wearing this armor, you gain the following benefits:
and Damage Types table (page 87). You can speak Draconic.
You are immune to harmful regional effects and lair You gain a +3 bonus to AC and saving throws.
actions caused by the dragon that gifted you these scales. If You have resistance against acid, cold, fire, lightning and
you are subjected to that dragon's breath weapon, you poison damage.
automatically succeed on the saving throw and take no A creature that touches you or hits you with a melee
damage. attack while within 5 feet of you takes 5 poison damage
If the dragon that gifted these scales dies, this armor (you can replace the poison damage with any damage
loses most of its magic, the supple scales harden, and it type you are immune to).
becomes magic scale mail that only retains its bonus to AC. You have advantage on saving throws against the
King's Alloy Frightful Presence and breath weapons of dragons.
Armor (scale mail), legendary (requires attunement) You are immune to harmful regional effects and lair
actions caused by a dragon that gifted you these scales.
While dragonfriend's armor is made from one set of gifted If you are subjected to such a dragon's breath weapon,
scales, king's alloy is a patchwork pulled together from you automatically succeed on the saving throw and take
scales gifted by one of each of the five main types of no damage.
metallic dragon (brass, bronze, copper, gold and silver), at When you are within 6 miles of a dragon that gifted you
least one of whom is ancient. The five types of scales slide these scales:
soundlessly against each other, muffling your movements
and bolstering you against harm. As such it doesn't impose If you fail a saving throw, as a reaction you can beseech
disadvantage on your Dexterity (Stealth) checks, and it has a dragon that gifted you their scales to expend one of
a base AC of 15 + Dex modifier (max 2). their legendary resistances to cause you instead to pass.
While wearing this armor, you gain the following benefits: They might choose not to aid you.
You share that dragon's damage immunity.
You can speak Draconic. You and the dragon can communicate telepathically.
You gain a +3 bonus to AC and saving throws.
You have resistance against acid, cold, fire and lightning If any of the dragons that gifted you scales for this armor
damage. die, you lose the damage resistance associated with that
You are always under the effects of the heroism spell dragon. If all five dragons that gifted scales for this armor
cast by a creature with a spellcasting modifier of +9. die, you die and the armor is destroyed.
You have advantage on saving throws against the Curse. Once you don this armor, you can't doff it unless a
Frightful Presence and breath weapons of dragons. creature uses a wish to free you.
You are immune to harmful regional effects and lair
actions caused by a dragon that gifted you these scales. The Dragon's Maw
If you are subjected to such a dragon's breath weapon, Weapon (greataxe), legendary (requires attunement)
you automatically succeed on the saving throw and take Mounted on an adamantine haft, the twin blades of this
no damage. greataxe are edged with razor sharp teeth gifted from all
When you are within 6 miles of a dragon that gifted you five main types of ancient chromatic dragon (black, blue,
these scales: green, red and white). At the DM's discretion, these teeth
can be attached to a different adamantine weapon.
Any healing one of you receives, both of you receive. You gain a +3 bonus to attack and damage rolls made
You share that dragon's damage immunity. with this magic weapon, and your attacks with this weapon
You and the dragon can communicate telepathically. score a critical hit on a roll of 19 or 20. When you hit a
If the gold dragon that gifted you its scales dies, the creature with it, you choose acid, cold, fire, lightning, or
heroism spell on you ends. If any of the other dragons that poison. The creature takes an extra 2d12 damage of the
gifted you scales for this armor dies, you lose the damage chosen type. When you attack a creature with this weapon
resistance associated with that dragon. If all five dragons and roll a critical hit on the attack roll, the target must
that gifted scales for this armor die, you die and the armor succeed on a DC 17 Strength saving throw or be knocked
is destroyed. prone. You can move up to half your speed as a reaction
Curse. Once you don this armor, you can't doff it unless a when an enemy falls prone in this way. This movement
creature uses a wish to free you. doesn’t provoke opportunity attacks.
If all the dragons that provided these teeth die, it
becomes a magic weapon that only retains its +3 bonus.
88
Draconic Magic Items
A
lthough not gifted by Dragons themselves, Draconic Collar of Willful Penitence
these magical items are no less potent. Mortal Wondrous item, rare (requires attunement by a
ingenuity and fascination with these powerful dragonborn)
creatures have spurred a surge in items that This intricate metal collar imbues you with the blessing
reflect Draconic power. They are often crafted of Bahamut, the Platinum Dragon. This collar is worn by
by dragonborn and half dragons, who guard those dragonborn that wish to follow a path of redemption
the secrets of their creation ferociously. These for a past sin they are unable to let go of. Once you have
items are sometimes gifted to kobolds and lizardfolk who performed a sufficient number of good deeds, Bahamut will
have shown their value as allies. grant you the inner peace you sought, and the collar will
Amulet of the Red Dragon come off.
Wondrous item, very rare (requires attunement) Alternatively, you can even wear this collar for the sake of
This item is crafted by half red dragon tribes, and gifted someone else, gaining enough favor with Bahamut to earn
to those who've accomplished a great feat for their people. his help in saving them. This item can only be given by your
The amulet makes its wearer favorable in the eyes of DM through a storyline.
chromatic dragons, even if they are not evil themselves. It While being attuned to it and wearing it, you gain the
also shields its wearer against ailments and the effects of following benefits:
fatigue. This makes it an invaluable item for berserkers. You can use your Breath Weapon racial trait as a bonus
While being attuned to it and wearing it, you gain the action, and you can change its damage type to radiant
following benefits: damage.
Evil aligned dragons recognize the symbol, and you have Good aligned dragons recognize the symbol, and you
advantage on Charisma (Persuasion) checks made to have advantage on Charisma (Persuasion) checks made
interact with such creatures. to interact with such creatures. Dragonborn that don't
You gain a + 1 bonus to attack and damage rolls with follow any deity consider this collar distasteful, regard-
melee weapons. less of your intentions, and you have disadvantage on
You can treat your exhaustion level as if it were one level Charisma (Persuasion) checks made to interact with
lower. When you gain over six levels of exhaustion, you such creatures.
die. Whenever you finish a long rest, your exhaustion If you have worn this collar for an extended period of
level, if any, is decreased by an additional level. time while performing good deeds, without willingly
You can reroll a saving throw that you fail. If you do so, taking it off, then at the DM's discretion the collar can
you must use the new roll, and you can't use this feature come off on its own and you lose your attunement to it.
again until you finish a short or long rest. If you start a This signals that you have atoned for your sins (or those
short or long rest without having used this feature, your of others), and you now permanently benefit from the
exhaustion level, if any, is decreased by 1 after you finish first feature of this item, while losing the second feature.
that rest. Gauntlets of Bahamut
Wondrous item, rare
These gauntlets were first crafted by clerics of Bahamut,
to mimic the mercy and kindness of the Platinum Dragon.
They are made out of gifted silver dragon scales instead of
metal, and are popular among both cleric and druid healers.
While wearing these gauntlets, whenever you stabilize or
restore hit points to another creature, that creature regains
(additional) hit points equal to your proficiency bonus.
89
Helmet of the Ironscale Legionnaire When you are holding this staff without wielding a shield,
Wondrous item, rare or very rare (requires attunement by a and you roll damage for a cantrip or 1st-level spell, or you
dragonborn) roll to restore hit points through any spell, and you roll a 1
This helmet is granted to those dragonborn who have or a 2, you can reroll the die. You must use the new roll.
proven their worth within the ranks of an Ironscale Legion, You can add the magical core of your Staff of the
or those who have done a great service for the Legion or Apprentice to any other staff, granting it all the above
dragonborn kind. It grants protection and a taste of the benefits and restrictions. Afterwards the Staff of the
power ease with which true dragons use their birthright. Apprentice becomes an ordinary quarterstaff. You can
While being attuned to it and wearing it, you gain the exchange this core between multiple staves, including
following benefits: magical staves, and an ordinary quarterstaff becomes a new
Staff of the Apprentice.
You gain a +1 bonus to your AC and saving throws.
You add 1d6 to the damage dealt by
Vicious Jawguard
your Breath Weapon racial trait. Wondrous item, uncommon
The helmet has 4 (rare) or 7
These magical metal fangs mould to your teeth, making
(very rare) charges, and
your bite cut deeper. This item is popular among races with
regains 1d4 charges at
a bite attack, and among owners of predatory pets. This
dawn. You can expend a
item magically adapts to the size of the creature's bite.
charge to activate your
This item grants its wearer the following benefits:
Breath Weapon racial
You gain a bite attack, if you do not already have one.
trait without expending
Your fanged maw is a natural weapon, which you can
your normal uses. use to make unarmed strikes. If you hit with it, you deal
You have Darkvision out
piercing damage equal to 1d6 + your Strength modifier,
to a range of 60 feet. If you
instead of the bludgeoning damage normal for an
already have Darkvision, then
unarmed strike.
donning this helmet increases
All your bite attacks count as magical for the purpose of
its range by 60 feet. overcoming resistance and immunity to nonmagical
Runic Dragon Tattoo attacks and damage.
Wondrous item (tattoo), rare If you already have a bite attack, then the damage dice of
This tattoo consists of Draconic runes injected
your bite attack increase by one step. For example, from
into the skin with a needle. While this tattoo is
1d4 to 1d6, from 2d6 to 2d8 etc. (maximum of d12). This
on you, you can use an action to cast the
damage increase does not stack with class features that
haste or ianna's overcharge (page 102)
improve unarmed strikes and natural weapons, such as
spell once on yourself, requiring no con-
the monk's Martial Arts feature.
centration. Once you use this feature,
If you are a dragonborn, your bite deals an extra 1d4
you can't use it again until the next dawn. damage of the type associated with your Draconic Ancestry.
After the spell ends the tattoo becomes
This extra damage increases to 1d6 at 6th level. If you are a
damaged. It can be repaired for a cost of
lizardfolk, then when you successfully hit a target with your
150 gp worth of materials by someone
bite, you can use your bonus action to make a grapple check
proficient in the Arcana or Sleight of Hand
against that target. While grappling a target with your bite
as a spellcasting focus.
90
Celestial Dragon
C
elestial dragons, also known as lung dragons or
t'ien Lung dragons, are neither metallic nor Regional Effects
chromatic dragons. Instead they are believed to The region surrounding a legendary celestial dragon's lair is
be related to the astral dragons, as they are also warped by the dragon's magic, which creates one or more
able to take flight without having wings. They of the following effects:
are smug and arrogant, yet also noble and
honorable, even if they are often rigid and The weather is calm and pleasant within 10 miles of the
unmerciful. They are also known for their heavenly wrath dragon's lair. So calm in fact that the dragon can hear
breath weapons, which burn and blind foes with radiant the chants of any potential nearby monasteries, whom
fire, as well as their ability to control the weather. the dragon loves to listen to.
Colorful Dragons. A t’ien lung’s scales are dull gold at Whenever a creature that can understand a language
birth, but brighten to a brilliant yellow when it reaches the sleeps or enters a state of trance or reverie within 6
young adult age; but orange and light green varieties are miles of the dragon’s lair, the dragon can establish
also common, as well as radiant blue. Radiant and telepathic contact with that creature and converse with
sometimes Multi-hued manes surround their necks, and it in its dreams. The creature remembers its
whiskers often branch from their snouts and rise over the conversation with the dragon upon waking.
tops of their heads. Wispy golden beards dangle beneath Gems and pearls within 1 mile of the dragon’s lair
their chins. From the age of young adult and up, their scales sparkle and gleam, shedding dim light in a 5-foot radius.
give off a sweet aroma resembling that of cherry blossoms.
Habitat/Society. T’ien lung live in resplendent castles in
cloud banks and on high mountain peaks. Male t’ien lung
never remain with their mates, and females banish their Celestial Dragon
offspring as soon as they reach the age of young. Though Wyrmling
wingless, these dragons can fly magically due to a magic
blue pearl embedded in their brains. If removed from the Medium dragon, lawful neutral
dragon, this pearl loses its magic but is still worth 1,000 gp.
It can cease or resume flight as a free action. Half celestial Armor Class 17 (natural armor)
dragons do not inherit this pearl, but there are those who Hit Points 52 (8d8 + 16)
are blessed with wings, whose appearance varies. Speed 30 ft., fly 60 ft., swim 30 ft.
Ecology. T’ien lung enjoy eating opals and pearls and
look kindly on any mortal who gives them such delicacies. STR DEX CON INT WIS CHA
Farmers who rely on the good will of t’ien lung for good
weather often make sizeable offerings of these precious 19 (+4) 14 (+3) 15 (+2) 14 (+2) 11 (+0) 16 (+3)
gems. T’ien lung are thought to be among the most favored
officials of the Celestial Bureaucracy; true or not, t’ien lung Saving Throws Dex +4, Con +4, Wis +2, Cha +5
do little to discourage their reputation. Skills Insight +2, Perception +4, Persuasion +5,
Reserved yet deadly. Whenever possible, t’ien lung Stealth +4
attempt to warn away potential opponents with a fiery blast Damage Resistance fire
from their breath weapon. If their warnings go unheeded, Damage Immunities radiant
Senses blindsight 10 ft., darkvision 60 ft., passive
they fight ferociously. T’ien lung prefer to fight from the air, Perception 14
circling their opponents and attacking with their magic and Languages Draconic
breath weapons, then swooping in for melee attacks when Challenge 3 (700 XP) Proficiency Bonus +2
given an opening. T’ien lung can perform tail slaps and can
kick opponents behind them sending enemies reeling. Amphibious. The dragon can breathe air and water.
91
Young Celestial Damage Immunities radiant
Armor Class 18 (natural armor) Amphibious. The dragon can breathe air and water.
Hit Points 161 (17d10 + 67) Flyby. The dragon doesn't provoke opportunity attacks
Speed 40 ft., fly 80 ft., swim 40 ft. when it flies out of an enemy's reach.
23 (+6) 14 (+2) 19 (+4) 16 (+3) 13 (+1) 20 (+5) 3/day each: control weather, pyrotechnics, suggestion
Saving Throws Dex +8, Con +13, Wis +8, Cha +13 Detect. The dragon makes a Wisdom (Perception) check
Skills Insight +8, Perception +14, Persuasion +13, Tail Attack. The dragon makes a tail attack.
Stealth +8
Damage Resistance fire Dive (Costs 2 Actions). The dragon immediately flies to a
creature (and then flies away from it), using its Multi-
attack on that creature at its lowest point of the dive.
92
Ancient Celestial Bite. Melee Weapon Attack: +16 to hit, Reach 15 ft., one
target. Hit: 20 (2d10 + 9) piercing damage.
Dragon Claw. Melee Weapon Attack: +16 to hit, Reach 10 ft., one
target. Hit: 16 (2d6 + 9) slashing damage.
Gargantuan dragon, lawful neutral Tail. Melee Weapon Attack: +16 to hit, Reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Armor Class 22 (natural armor) Frightful Presence. Each creature of the dragon's choice that
Hit Points 518 (28d20 + 224) is within 120 feet of the dragon and aware of it must
Speed 40 ft., fly 80 ft., swim 40 ft. succeed on a DC 24 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
STR DEX CON INT WIS CHA itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the
29 (+9) 14 (+2) 27 (+8) 18 (+4) 17 (+3) 28 (+9) dragon's Frightful Presence for the next 24 hours.
Multiattack. The dragon can use its Frightful Presence. It Dive (Costs 2 Actions). The dragon immediately flies to a
then makes three attacks: one with its bite and two with its creature (and then flies away from it), using its Multiattack
claws. on that creature at its lowest point of the dive.
The dragon's listed innate spells (if any) are not part of
the Variant: Dragons as Innate Spellcasters option
(Monster Manual page 86). When using that variant,
the dragon favors spells from the wizard spell list.
93
Sapphire Dragon
S
apphire dragons are the most territorial and appears, each creature in its space is pushed to either side
antisocial of gem dragons. Militaristic and of the wall the creature wants. Each 5-foot section of wall
warlike, they love to discuss military matters has AC 17, 20 hit points, vulnerability to thunder damage,
and strategy. They prefer to lair in deep, rocky and immunity to poison and psychic damage. The wall
caves and often kept large spiders in their home vanishes when the dragon uses this lair action again or
as a food source. Sapphire dragons are covered when the dragon dies.
in scales of various shades of blue, which
sparkle with starburst patterns under sunlight, and also Regional Effects
become smoother as they grow older. They are sometimes The region surrounding a legendary sapphire dragon's lair
mistaken for blue dragons. Some of their extremities, such is warped by the dragon's magic, which creates one or more
as their tail barbs and the tips of their horns are physically of the following effects:
disconnected from their bodies, held aloft by the dragon's
psionic force. These appendages move or shift in response Giant spiders are attracted to the area within 6 miles of
to the dragon's mood. An amused sapphire dragon might the lair and settle there in large numbers.
have its horns oscillate up and down, while an angry dragon Natural stone within 6 miles of the lair grows plentiful
would have its appendages flare and widen threateningly. crystal formations and sapphire gemstone veins,
Closed Lairs. With their ability to shape stone and particularly underground.
teleport throughout their lair, they make certain that most of Natural stone within 6 miles of the lair becomes a
their home is inaccessible to other creatures. They carefully conduit for the dragon's psionic presence. As an action,
spread their treasure out across several chambers. The the dragon can cast the clairvoyance spell without
treasure is carefully arranged in a decorative manner expending a spell slot, requiring no components, and
designed to highlight the dragon's most important pieces. targeting any natural stone formation in that region.
These pieces are usually trophies take from conquests over
drow, duegar, illithids, and aboleths, or the more powerful
subterranean non-sentient monsters. The only creatures
the dragon typically allows in its innermost chambers are
giant spiders—and only because sapphires view such
Sapphire Dragon
creatures as a delicious snack. Wyrmling
Anti-Social. Although not necessarily hostile, sapphire Medium dragon, lawful neutral
dragons view all other creatures as potential enemies—after
all, they are surrounded by typically violent drow, duegar, Armor Class 17 (natural armor)
mindflayers, and other such creatures. If they are convinced Hit Points 52 (8d8+16)
that a traveler means them or their hoard no harm, then Speed 30 ft., burrow 15 ft., fly 60 ft.
they will gruffly let the individual go.
Specialized Interests. Sapphire dragons have little
interest in talking to others, except about military history STR DEX CON INT WIS CHA
and tactics and games of strategy, for which most sapphire 17 (+3) 16 (+3) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
dragons have a strange passion. They have absolutely no
use for ideas such as luck and care nothing for Saving Throws Dex +5, Con +4, Wis +2, Cha +4
randomness, but adore playing games such as chess and Skills History +3, Perception +4, Persuasion +4,
will gladly play against an interested traveler. They are not, Stealth +5
however, graceful losers. Damage Immunities thunder
Condition Immunities frightened
Lair Actions Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
On initiative count 20 (losing initiative ties), the dragon Languages Draconic
takes a lair action to cause one of the following effects; the Challenge 3 (700 XP) Proficiency Bonus +2
dragon can't use the same effect two rounds in a row:
The dragon targets a creature within 120 feet of it that Actions
can hear and understand it. The creature must succeed Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one
on a DC 15 Wisdom saving throw or be charmed by the target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4)
dragon until initiative count 20 on the following round. A thunder damage.
creature charmed in this way obeys to the best of its Debilitating Breath (Recharge 5–6). The dragon exhales a
ability any command the dragon issues that isn't directly pulse of high-pitched, nearly inaudible sound in a 15-
harmful to itself. foot-cone. Each creature in that area must make a DC
The dragon touches a section of stone up to 10 feet in 12 Constitution saving throw. On a failed save, the
any dimension. The dragon can form the stone into any creature takes 17 (5d6) thunder damage and is
shape that suits its purpose. incapacitated until the end of its next turn. On a
A wall of stone springs into existence on a solid surface successful save, the creature takes half as much damage
and isn't incapacitated.
within 120 feet of the dragon. The wall is up to 60 feet
long, 10 feet high, and 1 foot thick. When the wall
94
Young Sapphire Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23
Saving Throws Dex +7, Con +8, Wis +5, Cha +7 Tunneler. The dragon can burrow through solid rock at
Skills History +6, Perception +9, Persuasion +7, half its burrow speed and can choose to leave a 10-foot-
Stealth +7 diameter tunnel in its wake.
Damage Immunities thunder
Condition Immunities frightened Actions
Senses blindsight 30 ft., darkvision 120 ft., Multiattack. The dragon can use its Frightful Presence. It
passive Perception 19 then makes two attacks: one with its bite and one with
Languages Common, Draconic its claws.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Bite. Melee Weapon Attack: +12 to hit, Reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6)
Actions thunder damage.
Multiattack. The dragon makes two attacks: one with its Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one
bite and one with its claws. target. Hit: 19 (3d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, Reach 10 ft., one Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) target. Hit: 15 (2d8 + 6) bludgeoning damage.
thunder damage.
Frightful Presence. Each creature of the dragon's choice
Claws. Melee Weapon Attack: +9 to hit, Reach 5 ft., one that is within 120 feet of the dragon and aware of it
target. Hit: 18 (3d8 + 5) slashing damage. must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Debilitating Breath (Recharge 5–6). The dragon exhales a the saving throw at the end of each of its turns, ending
pulse of high-pitched, nearly inaudible sound in a 30- the effect on itself on a success. If a creature's saving
foot-cone. Each creature in that area must make a DC throw is successful or the effect ends for it, the creature
16 Constitution saving throw. On a failed save, the is immune to the dragon's Frightful Presence for the
creature takes 42 (12d6) thunder damage and is next 24 hours.
incapacitated until the end of its next turn. On a
successful save, the creature takes half as much damage Debilitating Breath (Recharge 5–6). The dragon exhales a
and isn't incapacitated. pulse of high-pitched, nearly inaudible sound in a 60-
foot-cone. Each creature in that cone must make a DC
18 Constitution saving throw. On a failed save, the
creature takes 45 (13d6) thunder damage and is
incapacitated until the end of its next turn. On a
successful save, the creature takes half as much damage
Adult Sapphire Dragon and isn't incapacitated.
95
Ancient Sapphire Bite. Melee Weapon Attack: +16 to hit, Reach 15 ft., one
target. Hit: 20 (2d10 + 9) piercing damage plus 7 (2d6)
Dragon thunder damage.
Gargantuan dragon, lawful neutral Claws. Melee Weapon Attack: +16 to hit, Reach 10 ft., one
target. Hit: 22 (3d8 + 9) slashing damage.
Armor Class 22 (natural armor) Tail. Melee Weapon Attack: +16 to hit, Reach 20 ft., one
Hit Points 455 (26d20+182) target. Hit: 18 (2d8 + 9) bludgeoning damage.
Speed 40 ft., burrow 40 ft., fly 80 ft. Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must
succeed on a DC 20 Wisdom saving throw or become
STR DEX CON INT WIS CHA frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
29 (+9) 16 (+3) 25 (+7) 20 (+5) 17 (+3) 21 (+5) itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the
Saving Throws Dex +10, Con +14, Wis +10, Cha +12 dragon's Frightful Presence for the next 24 hours.
Skills History +12, Perception +17, Persuasion +12, Debilitating Breath (Recharge 5–6). The dragon exhales a
Stealth +10 pulse of high-pitched, nearly inaudible sound in a 90-foot-
Damage Immunities thunder cone. Each creature in that cone must make a DC 22
Condition Immunities frightened Constitution saving throw. On a failed save, the creature
Senses blindsight 60 ft., darkvision 120 ft., passive takes 56 (16d6) thunder damage and is incapacitated until
Perception 27 the end of its next turn. On a successful save, the creature
Languages Common, Draconic takes half as much damage and isn't incapacitated.
Challenge 23 (50,000 XP) Proficiency Bonus +7
Legendary Actions
Innate Spellcasting (Psionics). The dragon's innate The dragon can take 3 legendary actions, choosing from the
spellcasting ability is Intelligence (spell save DC 20). It can options below. Only one legendary action can be used at a
innately cast the following spells, requiring no components: time and only at the end of another creature's turn. The
2/day each: scrying, telekinesis, teleportation circle
dragon regains spent legendary actions at the start of its
Legendary Resistance (2/Day). If the dragon fails a saving turn.
throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult surfaces, Tail Attack. The dragon makes a tail attack.
including upside down on ceilings, without needing to Telekinetic Fling. The dragon chooses a Medium or smaller
make an ability check.
object that isn't being worn or carried that it can see within
Tunneler. The dragon can burrow through solid rock at half 90 feet of it, and magically hurls the object at a creature it
its burrow speed and can choose to leave a 20-foot- can see within 90 feet of the object. The target must
diameter tunnel in its wake. succeed on a DC 20 Dexterity saving throw or take 21
(6d6) bludgeoning damage.
Actions
Teleport (Costs 2 Actions). The dragon magically teleports to
Multiattack. The dragon can use its Frightful Presence. It an unoccupied space it can see within 30 feet of it.
then makes two attacks: one with its bite and one with its
claws.
The dragon's listed innate spells (if any) are not part of
the Variant: Dragons as Innate Spellcasters option
(Monster Manual page 86). When using that variant,
the dragon favors spells from the wizard spell list.
96
Steel Dragon
S
teel dragons, or Greyhawk dragons, are a
variety of dragon that prefer humanoid form to Regional Effects
their own, using their shapeshifting ability to The region containing a legendary steel dragon's lair is
infiltrate the cities of civilised races and live a warped by the dragon's magic, which creates one or more
second life among them. A steel dragon of the following effects:
wyrmling’s scales are blue-grey, highlighted with
steel. As the dragon ages its coloring lightens, Intelligent creatures near where the dragon lives
eventually gaining the luster of burnished steel by become more intellectually stimulated, and frequently
adulthood. For some reason, possibly a form of vanity, or pick up unusual interests which become a passion.
maybe just a law of their magical transformation by which Within its lair, the dragon can set illusory sounds so that
they must abide, the steel dragon’s humanoid form always they can be heard in various parts of the lair. It often
has one feature that is steel-grey. This feature might be uses this ability to listen to great classical works.
their hair, eyes, or nails, for instance. It need not be an Within the limits of its home town, the dragon leaves no
organic part of their body and might just as easily be physical evidence of its passage unless it wishes to.
ornamentation such as a ring or tattoo. Whatever the Tracking it is impossible except by magical means.
reason, it is by this sign that two steel dragons recognize
each other.
Urban Dwellers. Steel dragons prefer to live among
humanoids, choosing for their homes large dwellings such Steel Dragon
as mansions, towers or castles. Steel dragons prefer to Wyrmling
have a life of significance worthy of their sense of personal
status, and as such stand apart even while they blend in. Medium dragon, lawful neutral or lawful good
Second Life. Steel dragons rather live a second life
among human cultures than in their own true forms. They Armor Class 17 (natural armor)
prefer to invest in property and business instead of Hit Points 22 (4d8+4)
hoarding monetary treasures. When they do hoard, they Speed 30 ft., climb 30 ft., fly 60 ft.
prefer to hoard works of art, antiquities, books, finery,
magic items or servants. They respect laws as a means to STR DEX CON INT WIS CHA
gain wealth, but despise absolute authority, even if meant
for good. As such they often promote freedom and under- 15 (+2) 14 (+2) 13 (+1) 13 (+1) 11 (+0) 13 (+1)
mine authoritarian forces in their many lives. They are
skillful shapeschangers who fully immerse themselves into Saving Throws Dex +4, Con +3, Wis +2, Cha +3
their many human lives, which they call the chain of lives. Skills History +3, Perception +4, Persuasion +3,
Peaceful Predators. Despite their power, steel dragons Stealth +4
would rather talk their way out of a conflict than engage in Damage Resistance poison
needless fighting. If a fight is unavoidable, the steel dragon Damage Immunities acid
opens up with spells or ranged attacks in preference to Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
melee, only transforming back into a dragon if the need is Languages Common, Draconic
dire, using its spells to incapacitate an enemy if possible. Challenge 1 (200 XP) Proficiency Bonus +2
Lair Actions Magic Resistance. The dragon has advantage on saving
The steel dragon can use its lair actions in both dragon and throws against spells and other magical effects.
human form. On initiative count 20 (losing initiative ties), Actions
the dragon takes a lair action to cause one of the following
effects; it can't use the same effect two rounds in a row: Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage.
Part of the ceiling collapses above one creature that the
dragon can see within 120 feet of it. It must make a DC Breath Weapons (Recharge 5–6). The Dragon uses one of
the following Breath Weapons.
15 Dexterity saving throw or take 10 (3d6) bludgeoning Acid Breath. The dragon exhales acid in an 20-foot line
damage and be knocked prone and buried. The target is that is 5 feet wide. Each creature in that line must make
restrained and unable to breathe or stand up. The target a DC 11 Dexterity saving throw, taking 14 (4d6) acid
or a creature next to it can use its action to make a DC damage on a failed save, or half as much damage on a
10 Strength check, ending the buried state on a success. successful one.
The dragon chooses a point on the ground within 120 Poison Breath. The dragon exhales poisonous gas in a
15-foot cone. Each creature in that area must make a
feet of it, and stone spikes sprout out from it. The effect DC 11 Constitution saving throw, or be poisoned for 1
is identical to the spike growth spell and lasts until the minute. A creature can repeat the saving throw at the
dragon uses this lair action again or until it dies. end of each of its turns, ending the effect on a success.
The dragon targets a creature within 120 feet of it that Change Shape. The dragon magically polymorphs into a
can hear and understand it. The creature must succeed humanoid or beast that has a challenge rating no higher
on a DC 15 Wisdom saving throw or be charmed by the than its own, or back into its true form. Any equipment
dragon until initiative count 20 on the following round. A it is wearing or carrying is absorbed or borne by the new
creature charmed in this way obeys to the best of its form. It retains all its statistics except for its speed and
ability any command the dragon issues that isn't directly (Legendary) Actions aside from this one.
harmful to itself.
97
Young Steel Dragon Saving Throws Dex +7, Con +10, Wis +7, Cha +9
Hit Points 119 (14d10 + 42) Senses blindsight 60 ft., darkvision 120 ft., passive
Speed 40 ft., climb 40 ft., fly 80 ft. Perception 22
Skills History +5, Perception +7, Persuasion +5, 1/day each: hold monster, legend lore, teleportation
Stealth +5 circle
Damage Resistance poison Legendary Resistance (2/Day). If the dragon fails a saving
Damage Immunities acid throw, it can choose to succeed instead.
Senses blindsight 30 ft., darkvision 120 ft., Magic Resistance. The dragon has advantage on saving
passive Perception 17 throws against spells and other magical effects.
Languages Common, Draconic
Challenge 6 (2,300 XP) Proficiency Bonus +3 Actions
Multiattack. The dragon can use its Frightful Presence. It
Magic Resistance. The dragon has advantage on saving then makes three attacks: one with its bite and two with
throws against spells and other magical effects. its claws.
its bite and two with its claws. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, Reach 10 ft., one Frightful Presence. Each creature of the dragon's choice
target. Hit: 15 (2d10 + 4) piercing damage. that is within 120 feet of the dragon and aware of it
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one must succeed on a DC 17 Wisdom saving throw or
target. Hit: 11 (2d6 + 4) slashing damage. become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Breath Weapons (Recharge 5–6). The Dragon uses one of the effect on itself on a success. If a creature's saving
the following Breath Weapons.
throw is successful or the effect ends for it, the creature
Acid Breath. The dragon exhales acid in an 40-foot line is immune to the dragon's Frightful Presence for the
that is 5 feet wide. Each creature in that line must make next 24 hours.
a DC 14 Dexterity saving throw, taking 42 (12d6) acid Breath Weapons (Recharge 5–6). The Dragon uses one of
damage on a failed save, or half as much damage on a the following Breath Weapons.
successful one.
Acid Breath. The dragon exhales acid in an 60-foot line
Poison Breath. The dragon exhales poisonous gas in a that is 5 feet wide. Each creature in that line must make
30-foot cone. Each creature in that area must make a a DC 18 Dexterity saving throw, taking 49 (13d6) acid
DC 14 Constitution saving throw, or be poisoned for 1 damage on a failed save, or half as much damage on a
minute. A creature can repeat the saving throw at the successful one.
end of each of its turns, ending the effect on a success. Poison Breath. The dragon exhales poisonous gas in a
Change Shape. The dragon magically polymorphs into a 60-foot cone. Each creature in that area must make a
humanoid or beast that has a challenge rating no higher DC 18 Constitution saving throw, or be poisoned for 1
than its own, or back into its true form. Any equipment minute. A creature can repeat the saving throw at the
it is wearing or carrying is absorbed or borne by the new end of each of its turns, ending the effect on a success.
form. It retains all its statistics except for its speed and Change Shape. The dragon magically polymorphs into a
(Legendary) Actions aside from this one. humanoid or beast that has a challenge rating no higher
than its own, or back into its true form. Any equipment
it is wearing or carrying is absorbed or borne by the new
form. It retains all its statistics except for its speed and
(Legendary) Actions aside from this one.
Legendary Actions
Adult Steel Dragon The dragon can take 3 legendary actions, choosing from
Huge dragon, lawful neutral or lawful good the options below. Only one legendary action can be
used at a time and only at the end of another creature's
turn. The dragon regains spent legendary actions at the
Armor Class 19 (natural armor) start of its turn.
Hit Points 172 (15d12 +75)
Speed 40 ft., climb 40 ft., fly 80 ft. Detect. The dragon makes a Wisdom (Perception) check
98
Ancient Steel Dragon Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must
Gargantuan dragon, lawful neutral or lawful good
succeed on a DC 19 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
Armor Class 21 (natural armor) throw at the end of each of its turns, ending the effect on
Hit Points 297 (17d20 +119) itself on a success. If a creature's saving throw is successful
Speed 40 ft., climb 40 ft., fly 80 ft. or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The Dragon uses one of the
STR DEX CON INT WIS CHA following Breath Weapons.
27 (+8) 14 (+2) 25 (+7) 20 (+5) 15 (+2) 20 (+5) Acid Breath. The dragon exhales acid in an 90-foot line that
is 10 feet wide. Each creature in that line must make a DC
Saving Throws Dex +8, Con +13, Wis +8, Cha +11 21 Dexterity saving throw, taking 56 (16d6) acid damage
on a failed save, or half as much damage on a successful
Skills History +11, Perception +14, Persuasion +11,
one.
Stealth +8
Damage Resistance poison Poison Breath. The dragon exhales poisonous gas in a 90-
Damage Immunities acid foot cone. Each creature in that area must make a DC 21
Senses blindsight 60 ft., darkvision 120 ft., passive Constitution saving throw, or be poisoned for 1 minute. A
Perception 24 creature can repeat the saving throw at the end of each of
Languages Common, Draconic its turns, ending the effect on a success.
Challenge 20 (25,000 XP) Proficiency Bonus +6 Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher
Innate Spellcasting. The dragon's innate spellcasting ability is than its own, or back into its true form. Any equipment it is
Intelligence (spell save DC 19). It can innately cast the wearing or carrying is absorbed or borne by the new form. It
following spells, requiring no material components:
retains all its statistics except for its speed and (Legendary)
2/day each: hold monster, legend lore, teleportation circle
Actions aside from this one.
Legendary Resistance (2/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Legendary Actions
Magic Resistance. The dragon has advantage on saving The dragon can take 3 legendary actions, choosing from the
throws against spells and other magical effects. options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. The
Actions dragon regains spent legendary actions at the start of its
turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two with its Detect. The dragon makes a Wisdom (Perception) check
claws.
Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +15 to hit, Reach 15 ft., one Wing Attack (Costs 2 Actions). The dragon beats its wings.
target. Hit: 19 (2d10 + 8) piercing damage.
Each creature within 15 feet of the dragon must succeed
Claw. Melee Weapon Attack: +15 to hit, Reach 10 ft., one on a DC 22 Dexterity saving throw or take 15 (2d6+8)
target. Hit: 15 (2d6 + 8) slashing damage.
bludgeoning damage and be knocked prone. The dragon
Tail. Melee Weapon Attack: +15 to hit, Reach 20 ft., one can then fly up to half its flying speed.
target. Hit: 17 (2d8 + 8) bludgeoning damage.
The dragon's listed innate spells (if any) are not part of
the Variant: Dragons as Innate Spellcasters option
(Monster Manual page 86). When using that variant,
the dragon favors spells from the cleric spell list.
99
Appendix
Spells
Draconic Spells
D
ragons are inherently magical beings, and Range: 60 feet
draconic is often used in the study of magic. Components: V
As such it comes as no surprise that they and Duration: Concentration, up to 1 minute
their mortal descendants have created a You curse a foe with mishap, which strikes whenever it slips
multitude of powerful spells throughout the up. When you cast this spell, you can choose a creature you
ages. The most notable of these are silver can see within range.
dragons and half silver dragons. While silver At any time before the spell ends, when the target of this
dragons have a reputation for being sociable with humans spell makes an attack roll, you can use your reaction to
and elves, they are also known for their arcane knowledge curse the first attack roll made by the target that turn. If this
and love for humanity's drive. Silver dragons actively seek attack misses, then the target must make a Dexterity saving
out humans, and mingle among them with their shape- throw or fall prone. The target can't stand up from being
shifting abilities, as they truly love how humanity forces prone until the start of its next turn.
them into action with their short yet active lives. Half silver
dragons share humanity's drive, which is why many have Elemental Exchange
created powerful spells of their own, and have even created 3rd-level Evocation
their own arcane tradition; the Dragonsinger. Half gold
dragons have also created many arcane and divine spells, Classes: Sorcerer
and half dragons overall have a reputation for being gifted Casting Time: 1 action
sorcerers, tapping into the magic of their draconic ancestry. Range: Self
Components: V, S
Blue Dragon's Fury Duration: Concentration, up to 1 minute
Evocation Cantrip You tear your foes apart with elemental power, and absorb
Classes: Sorcerer, Wizard the released energy to heal your own wounds. As part of
Casting Time: 1 action this spell choose either acid, cold, fire, lightning, poison, or
Range: Self (10-foot line) thunder damage. Make a melee spell attack against a
Components: V, S creature within your reach. On a hit, the target takes 2d8
Duration: Instantaneous damage of your chosen type, and you regain hit points equal
A stroke of lightning forming a line 10 feet long and 5 feet to the amount of damage dealt with the attack. Until the
wide blasts out from you in a direction you choose. Each spell ends, you can make the attack again on each of your
creature in the line must make a Dexterity saving throw or turns as an action.
take 1d6 lightning damage. Those affected have If you use the Quickened Spell Metamagic option on this
disadvantage on this saving throw if they are wearing armor spell, you can make all subsequent attacks with this spell as
made of metal. a bonus action instead of an action. If you choose to do so,
The spell's damage increases by 1d6 when you reach 5th then the healing you receive from this spell on these
level (2d6), 11th level (3d6), and 17th level (4d6). subsequent attacks is halved.
At Higher Levels. When you cast this spell using a spell
Bronze Dragon's Wrath slot of 4th level or higher, the damage increases by 1d8 for
2nd-level Conjuration each slot level above 3rd.
Classes: Artificer, Paladin, Ranger Fury of Tiamat
Casting Time: 1 bonus action 2nd-level Evocation
Range: Self
Components: V, S, M (A javelin) Classes: Artificer, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 30 feet
A javelin made of lightning appears in your hand. It has all Components: V, S
the properties of a normal javelin, but instead deals 2d8 Duration: Instantaneous
lightning damage on a hit, and comes back to your hand
after every throw. If you hit a target twice with this javelin As Tiamat's draconic fury fills you, target a creature within
on your turn, the next two attack rolls made against that 30 feet. You grow spectral wings that propel you into the air
target have advantage thanks to the attraction of the in a line toward that creature. While travelling in this line,
electricity. These attack rolls must be done within a minute you are considered flying and you elevate above any
after your turn, and they must be done with metallic creatures that would block your path. Opportunity attacks
weapons or they must deal lightning damage. made against you as you move in this line are made with
At Higher Levels. When you cast this spell using a spell disadvantage.
slot of 3rd or 4th level, the damage increases to 3d8. When When you reach the targeted creature, you slam into it
you cast it using a spell slot of 5th or 6th level, the damage with devastating force and the creature makes a Dexterity
increases to 4d8. When you cast this spell using a spell slot saving throw, taking 2d6 fire damage and 2d6 force damage
of 7th level or higher, the damage increases to 5d8. on on a failed save, and half as much damage on a
successful one. Additionally, on a failure, the targeted
Copper Dragon's Trickery creature must make a Strength saving throw to avoid being
Enchantment Cantrip knocked prone. If the target is flying or hovering, it can't be
Classes: Bard, Cleric, Sorcerer, Wizard knocked prone.
Casting Time: 1 action
101
If you are aloft after this action is completed, you can Magic Fang
descend to the ground at a rate of 60 feet per round, land on Transmutation Cantrip
your feet, and take no falling damage.
At Higher Levels. When you cast this spell using a spell Classes: Druid
slot of 3rd level or higher, the force damage increases by Casting Time: 1 bonus action
1d6 for each slot level above 2nd. Range: Touch
Components: V, S
Gem Dragon's Roar Duration: Concentration, up to 1 minute
3rd-level Enchantment You touch a creature to enhance its natural weaponry. All of
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard the target's natural weapons now count as magical
Casting Time: 1 action weapons. When the target rolls a 1 or 2 on a damage die for
Range: Self (30-foot cone) these weapons, it can reroll the die and must use the new
Components: V roll, even if the new roll is a 1 or a 2.
Duration: Instantaneous Whenever the target deals damage with a natural
You unleash a wave of psychic power in a 30-foot cone out weapon, it can deal its original amount of damage, or 1d6
from you and in a direction you choose. Each creature of (additional bonuses to its damage still apply).
your choice in the cone must make an Intelligence saving This damage option increases to 1d8 at 5th level, 1d10 at
throw. On a failed save, a target takes 5d8 psychic damage, 11th level, and 1d12 at 17th level.
and is knocked prone due to the mental onslaught. On a Radiant Mark
success, a target takes half as much damage and isn't Evocation Cantrip
knocked prone.
At Higher Levels. When you cast this spell using a spell Classes: Cleric
slot of 4th level or higher, the damage increases by 1d8 for Casting Time: 1 action
each slot level above 3rd. Range: 5 feet
Components: V, M (a weapon)
Ianna's Overcharge Duration: 1 round
3rd-level Transmutation This spell is favored by clerics of the Dragon Domain, as
Classes: Artificer, Sorcerer, Wizard well as other domains that like to get close and personal.
Casting Time: 1 action As part of the action used to cast this spell, you must
Range: 30 feet make a melee attack with a weapon against one creature
Components: V, S, M (A piece of copper wire) within the spell's range, otherwise the spell fails. On a hit,
Duration: Concentration, up to 1 minute the target suffers the attack's normal effects and it is
This spell was created by the half blue dragon sorceress marked until the start of your next turn. The next time the
Ianna, to aid her Stormscale brethren in battle. marked creature is hit by an attack by a creature other than
Choose a willing creature that you can see within range, you, the attack deals additional radiant damage equal to
you infuse them with electric energy. Until the spell ends, your spellcasting ability modifier and the mark is
the target can use a bonus action on each of its turns to consumed.
teleport up to 15 feet, and it has resistance against lightning This spell’s damage increases by 1d8 when you reach 5th
damage. After a creature makes an attack roll against the level (1d8 + modifier), 11th level (2d8 + modifier), and 17th
target (hit or miss), the target can use its reaction to make a level (3d8 + modifier).
weapon attack with advantage against that creature, Shield of Bahamut
provided it is within range of the weapon, this attack deals 6th-level Abjuration
an extra 1d8 lightning damage.
Right after the spell ends, the target takes 2d6 lightning Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
damage and has disadvantage on attack rolls until the end Casting Time: 1 reaction, which you take in response to an
of its next turn, as the electricity escapes its body. incoming threat.
Range: Special
Io's Cursed Foresight Components: V, S
7th-level Divination Duration: Special
Classes: Bard, Sorcerer, Warlock, Wizard In the face of danger, you create a barrier that protects you
Casting Time: 1 action and those around you. A faintly glowing sphere of
Range: 120 feet protection appears in a location of your choice, although
Components: V, S you must be within the sphere. It has a radius of your
Duration: Instantaneous choice, to a maximum of 20 feet. The sphere originally lasts
Choose one creature you can see within range, the dragon until the start of your next turn, but at the start of that turn
primordial Io grants it a momentary glimpse of the future, you can use your action to maintain the barrier, up to a
and it sees a vision of its own demise. maximum duration of 1 minute. If you do, you must begin
The target must make a Wisdom saving throw. On a concentrating on that spell.
failed save, it takes 5d8 + 20 psychic damage, and is Choose one of the following options. Hazards of the
stunned for 1 minute, as its mind reels from the vision of its chosen type cannot physically pass through the barrier or
death. On a successful save, the target takes half as much affect anything within it.
damage and is incapacitated until the end of its next turn. Physical projectiles.
A stunned target can make a Wisdom saving throw at the A specific spell or effect, such as a dragon's breath
end of each of its turns, ending the effect on a success. weapon.
102
An environmental danger, such as falling rocks or lava. You summon and bind a wyvern, which appears in an
At Higher Levels. When you cast Shield of Bahamut unoccupied space within range. The DM has the creature's
using a spell of 7th level or higher, the maximum radius statistics (Monster Manual page 303). The wyvern is
increases by 20 feet for each slot level above 6th. friendly to you and your companions for the duration. Roll
initiative for the wyvern, which has its own turns. It obeys
Summon Wyvern any verbal commands that you issue to it (no action
6th-level Conjuration required by you). Without commands it defends itself from
hostile creatures but otherwise takes no actions.
Classes: Sorcerer, Warlock, Wizard If your concentration is broken, the wyvern doesn't
Casting Time: 1 minute disappear. Instead, you lose control of the wyvern, it
Range: 90 feet becomes hostile toward you and your companions, and it
Components: V, S might attack. An uncontrolled wyvern can't be dismissed by
Duration: Concentration, up to 1 hour you, and it disappears 1 hour after you summoned it.
Credits
Thank You!
T
his work was made, not only by my own Endercoloss for his amazing help with fixing the index,
effort, but also with the many suggestions the formatting, and getting the book ready for printing.
and feedback from the people on the Sophi for contributing her half bronze dragon Evelyn.
Unearthedarcana subreddit. I would also like ChronicleofHeroes for letting me share my own variant
to thank the following people for either of their amazing Water Domain.
inspiring me or letting me use their content Harkus959 for his advice on the Stormscale and PotD.
as part of this homebrew work. ChimericWilder for his great balancing advice, and also
for his suggestion for the breath weapon progression.
Credits Skjfrd for all his amazing help on the update.
ConnerSharkWolf for lending me his Onyxia.
Tobzors aka Tobias Ravn Taastrøm for making the Lay- Zeechet for letting me add his lovely Ianna.
out and Graphical Design, as well as his great support. Zekus720 for inspiring the Chosen of Eilistraee.
TheArenaGuy, Zekus720, Pro Spoomer, EmpyrealWorlds for letting me use his Warhound.
OmnipresentRage, MightyMeepo, and DeltaSigma1 for Nomiddlename303 for inspiring the Frightful Spell.
their support with balancing this work. Wolfboy702 for inspiring the Dracolich Initiate.
Galbuscho, Drako_Kureganae, and Vindicte267 for TheThinkingWizard for inspiring the Way of the Weave.
helping me with the spelling corrections. PosTavern for letting me use his Circle of the Dragon.
MisterLupov for letting me share my own variant of his Devious_hat for inspiring the Half Dragon Brood.
Way of the Dragon Turtle monastic tradition, and Izzy Drew Sweet and Ramix for inspiring the optional
for helping me properly balance it. features for the sorcerer.
Fanatic66 for inspiring the Dragon Domain. stitchlipped for inspiring the steel dragon.
CaelReader whose greater dragonborn inspired the Half Kumo Kagyu and Noboru Kannatsuki for creating the
Dragon player race, and which can be found by using Goblin Slayer universe, which inspired several imagery,
this link: https://www.dmsguild.com/product/248697/ and is published by SB Creative and Yen Press.
TalosMaximus for letting me use his Radiant Mark. ZeniMax Media for creating the Doom series which
Duncehack for inspiring and laying the groundwork for inspired several imagery.
the revised Dragonborn player race. Wizards of the Coast and Hasbro for their design for the
KibblesTasty for inspiring the Path of the Dragon, which Dragon of the Forest, which inspired the druidic dragon.
is based on his Path of the Dragon. And for inspiring the Wizards of the Coast for their Dungeons & Dragons
College of Playful Mockery, which is based on his content, as well as inspiring this work with their Races
College of Lyrical Genius, and revised Witch Bolt spell. of the Dragon book from 2006. This homebrew is made
Dreamsandpixies for inspiring the Oath of Draconic in accordance to their SRD.
Majesty.
King-Starman for inspiring the Poisoner feat. Art Credits
Myrmidon2000 for letting me use his Jen Tai character.
LaserLlama for Inspiring the Supply Specialist, and Credit to the art goes to the following talented artists:
letting me use his Quartermaster's ration system.
KajaGrae for letting me use his Memento Mori spell, and Blak AT
letting me re-flavor it as the Io's Cursed Foresight spell. Barelynormalactivity
Enderluck, TheArenaGuy, Henry_Smithy, Whitemantis
BenevolentEvilDM, Xyrlian, belithioben for inspiring the Clover-Teapot
Dragon Magic spell list. David Escribano
Icybeard for inspiring the Reptile Regeneration feat. Ramza Ardyputra
Seb_veteran-sleeper for letting me use his dragon items. Dr Welps
Bardthebuilder for inspiring the Dragon Collar of Jakub Kaktus
Penitence. Mad Boogie Creations
Griff-mac for inspiring the Helmet of the Ironscale Jose Muñoz
Legionnaire and the Gauntlets of Bahamut. Zliva
Enraric for inspiring the Purple Dragon Knight. Bryan Syme
LaserLlama and theSoundofNoice for inspiring the Jordy Knoop
Circle of Savagery. Lloyd Hoshide
Matt Mercer for inspiring the kobold feats with Spurt. Alorix
Behlial953 for his help with the last minute changes. Lavellearts
ROYalty for all his amazing help! Stumpyfongo
Monkey DM (on Patreon) and TabaxiTaxidermist for Kern
inspiring the Stormscale, and Monkey DM for inspiring Elif Siebenpfeiffer
several spells with this Northern Lights Compendium. Trollfeetwalker
Abraxis for making the compressed version of this work. QueenChikkibug
Denise Brødløs Færge for writing the text for the cover. Chompyghost
105
Recommendations
T
here are a few homebrew which I would like
to recommend to others. The first is a Galleries and Discord
homebrew that lets you play as a full You can find the artworks that I've used in this work, as well
dragon, which was made by ChimericWilder, as all of my homebrew projects, on my discord channel:
called the Demi-Dragon. This is a more in https://discord.gg/mBmKcp6E3s
depth homebrew compared to my own You can also find these artworks in my main galleries, as
Playing as a Full Blooded Dragon well as many more artworks that I have commissioned:
homebrew (page 68). For those who want to play as a
ranger I would recommend the Dragon Apprentice Deviantart: https://www.deviantart.com/nielspeterdejong
stellar homebrew material, and for being an overall great slime, created by the talented DM Tuz, and
and helpful guy. You can find their works and many other they are one of my favorite homebrew
homebrew works on the Unearthedarcana subreddit. races. I strongly recommend trying them
Although it is not Dragon themed, I would also like to out, and I have also created an
recommend the Humblewood Campaign setting, even if you alternative version with DM
are using a different setting. The Corvum birdfolk are ideal Tuz his permission, which
for playing a pragmatic race that is misunderstood and you can find here:
willing to do what is necessary to help their friends.
You can find the Humblewood free playtest on the Deck https://sta.sh/029