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Principal Fizban's Treasury of Dragons (Dungeon & Dragons Book)


FIZBAN'S TREASURY OF DRAGONS (DUNGEON & DRAGONS BOOK)

Wizards RPG Team
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Discover everything there is to know about dragons—the most iconic of D&D
monsters—in this quintessential reference guide. Meet Fizban the Fabulous:
doddering archmage, unlikely war hero, divine avatar of a dragon-god—and your
guide to the mysteries of dragonkind. What is the difference between a red
dragon and a gold dragon? What is dragonsight? How does a dragon’s magic impact
the world around them? This comprehensive guide provides Dungeon Masters with a
rich hoard of tools and information for designing dragon-themed encounters,
adventures, and campaigns. Dragonslayers and dragon scholars alike will also
appreciate its insight into harnessing the power of dragon magic and options for
players to create unique, memorable draconic characters. • Introduces gem
dragons to fifth edition! • Provides Dungeon Masters with tools to craft
adventures inspired by dragons, including dragon lair maps and detailed
information about 20 different types of dragons • Adds player character options,
including dragon-themed subclasses for monks and rangers, unique draconic
ancestries for dragonborn, additional spell options, and a feat • Presents a
complete dragon bestiary and introduces a variety of dragons and dragon-related
creatures—including aspects of the dragon gods, dragon minions, and more •
Reveals the story of the First World and the role the dragon gods Bahamut and
Tiamat played in its creation and destruction
clique aqui para saber mais
Categorias:
Housekeeping & Leisure - Role-Playing & Fantasy Games
Ano:
2021
Editora:
Wizards of the Coast
Idioma:
english
Páginas:
224
ISBN 10:
0786967293
ISBN 13:
9780786967292
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集装箱改变世界

机械工业出版社
[美]马克·莱文森著 姜文波等译

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2


THE CRAFT OF SCIENCE WRITING: SELECTIONS FROM THE OPEN NOTEBOOK

Open Notebook, Incorporated
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■

.

FIZBAN’S
TREASURY OF DRAGONS

&

Credits

I

Lead Designer: James Wyatt
Art Director: Kate Irwin
Designers: Ben Petrisor, Sydney Adams, Bill Benham, Jeremy
Crawford, Makenzie De Armas, Dan Dillon, Steve Kenson,
Cassandra Khaw, Renee Knipe, Adam Lee, Ari Levitch,
Jeffrey Ludwig, Jessica Price, Taymoor Rehman, James L.
Sutter, Eugenio Vargas, Amy Vorpahl
Rules Developers: Jeremy Crawford, Ben Petrisor
Editors: Judy Bauer, Scott Fitzgerald Gray, Christopher
Perkins, F. Wesley Schneider
Graphic Designer: Trish Yochum
Cover Illustrators: Anato Finnstark, Chris Rahn
Additional Art Directors: Zack Stella, Cynthia Sheppard,
Andrew Valias
Interior Illustrators: Mark Behm, Olivier Bernard, Zoltan
Boros, Ekaterina Burmak, Dawn Carlos, Kai Carpenter,
Clint Cearley, Sidharth Chaturvedi, Billy Christian, Iris
Compiet, Conceptopolis, Daarken, Nikki Dawes, Simon
Dominic, Olga Drebas, Use Gort, Lucas Graciano, Lars
Grant-West, Tyler Jacobson, Sam Keiser, Julian Kok, Andrey
Kuzinskiy, Katerina Ladon, Antonio Jose Manzanedo,
Andrew Mar, Oriana Menendez, Brynn Metheney, Scott
Murphy, David Auden Nash, Irina Nordsol, Anna Pavleeva,
Livia Prima, April Prime, Chris Rahn, Chris Rallis, Dan
Scott, David Sladek, Rudy Siswanto, Alex Stone, Crystal
Sully, Brian Valeza, Randy Vargas, Svetlin Velinov,
Johannes Voss, Campbell White, Richard Whitters, Shawn
Wood, Zuzanna Wuzyk, Kieran Yanner, Mark Zug
Cartographer: Dyson Logos
Concept Illustrators: Shawn Wood, April Prime

On the Cover
Fizban the Fabulous protects a group of innocents as a
crystal dragon and a red dragon clash in the sky, in this
painting by Chris Rahn.

620C9274000001 EN
ISBN: 978-0-7869-6729-2
First Printing: October 2021
987654321

UK
CO

Project Engineer: Cynda Callaway
Imaging Technician: Kevin Yee
Prepress Specialist: Jefferson Dunlap

D&.D Studio

Executive Producer: Ray Winninger
Game Design Architects: Jeremy Crawford, Christopher
Perkins
Design Manager: Steve Scott
Design Department: Sydney Adams, Judy Bauer, Makenzie
De Armas, Dan Dillon, Amand; a Hamon, Ari Levitch,
Ben Petrisor, Taymoor Rehman, F. Wesley Schneider,
James Wyatt
Art Team Manager: Richard Whitters
Principal Art Director: Kate Irwin
Art Department: Trystan Falcone, Emi Tanji, Shawn Wood,
Trish Yochum
Senior Producer: Dan Tovar
Producers: Bill Benham, Robert Hawkey, Lea Heliotis
Director of Product Management: Liz Schuh
Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
Chris Tulach

Marketing

Director of Global Brand Marketing: Brian Perry
Global Brand Manager: Shelly Mazzanoble
Senior Marketing Communications Manager: Greg Tito
Community Management: Brandy Camel
Special thanks to our

On the Alt-Cover
Battling crystal and red dragons from Fizban’s tales come to
vivid life, revealing the underlying conflicts of the cosmos in
this painting by Anato Finnstark.

E

efM

E

Disclaimer. No guarantee is made that this book was or was not
removed from the hoard of a dragon. Be aware that items taken
from a dragon's hoard might carry traces of the dragon's inherent
magic even long after they are removedfrom said hoard. Exposure
to another dragon's hoard can reawaken that magic, with unpre­

dictable results.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Montier Manual, Dungeon Master's Guide, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the

Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual prop­
erty treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast.

Printed in the USA. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boichat 31, 2800 Deldmont. CH

Represented by: Hasbro. De Entree 240- 1101 EE Amsterdam. NL Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK.

Contents
Elegy for the First World.........
A Treasury of Dragons...............
The First World...........................
Dragons of Many Worlds........
Dragonsight............................. .
Ch. 1: Character Creation.......
Draconic Races..........................
Creating Your Character........
Chromatic Dragonborn..........
Gem Dragonborn....................
Metallic Dragonborn..............
Subclass Options........................
Monk: Way of the
Ascendant Dragon..................
Ranger: Drakewarden...........
Heroes of the Dragon................
Draconic Feats...........................
Gift of the Chromatic Dragon
Gift of the Gem Dragon..........
Gift of the Metallic Dragon....

.4
.5
.6
.6
.7

Ch. 2: Dragon Magic.................
Spells...........................................
Magic Items.................................
Hoard Magic Items.....................
Increasing Power....................
Variable Properties.................
Decreasing Power...................
Hoard Item Quirks.................
Hoard Item Descriptions.......
Draconic Gifts............................
Draconic Gift Descriptions....

19
19
22
25
25
25
25
,25
.26
.27
.28
.31
.31
.31
.35
.38
.40
.41
.42
.43
.44
.44
.49
.49
.52
.53
.55
..55
..56
..56
..58
..58
..59
..60
..63
..63
.. 64
65
66
66
67
67
.68
,69
70
70
72

Ch. 3: Dragons in Play............
Roleplaying Dragons................
Dragon Characters................
Life Span.................................
Reproduction...........................
Death of a Dragon..................
Undeath...................................
Echoes across the Worlds.....
Gods and Religion.................
Shape-Shifting.......................
Dragon Organizations..........
Followers....................................
Dragon Relationships...........
Dragons’ Minions...................
Dragon Encounters...................
Dragon Adventures..................
Dragon as Monster...............
Dragon as Schemer..............
Dragon as Power...................
Dragon Campaigns..................
Campaign Events..................
Dragon Factions....................
Dragon Gods..........................
Ch. 4: Lairs and Hoards.........
Dragon Lairs..............................
Regional Effects....................
Lair Actions...........................
Dragon Hoards..........................
Age. Hoards, and Power.......
Linking Hoards.....................
Plundering a Hoard..............
Hoard Quirks........................
Competition for a Hoard.......
What’s in a Hoard?..................
Kinds of Treasure................
Creating a Hoard..................

.9
.9
.9
10
11
12
13

13
15
16
17
17
17
17

Ancient Dragon Turtle.............
,.75
Ch. 5: Draconomicon...............
Young Dragon Turtle................
,.75
Using the Entries........................
Dragon Turtle Wyrmling.........
,.75
Creating a Dragon..................
..75 Egg Hunters..................................
Dragon Adventures.................
Egg Hunter Hatchling..............
..75
Dragon Lairs...........................
Egg Hunter Adult.....................
..75
Dragon Treasures...................
..75 Elder Brain Dragon.....................
Dragons of Legend.................
..76 Emerald Dragons........................
Amethyst Dragons......................
Ancient Emerald Dragon........
..80
Black Dragons............................
Adult Emerald Dragon.............
..85
Blue Dragons..............................
Young Emerald Dragon...........
..90
Brass Dragons............................
Emerald Dragon Wyrmling.....
..94
Bronze Dragons..........................
..99 Eyedrake...................................... .
Copper Dragons..........................
103 Gem Greatwyrm......................... .
Crystal Dragons.........................
107 Gem Stalker..................................
Deep Dragons.............................
110 Ghost Dragon.............................. .
Dragon Turtles...........................
114 Hoard Mimic.................................
Emerald Dragons.......................
118 Hoard Scarabs.............................
Faerie Dragons...........................
Hoard Scarab............................
121
Gold Dragons.............................
Swarm of Hoard Scarabs.......
126
Green Dragons...........................
Hollow
Dragon.............................
130
Moonstone Dragons.................. .
Liondrake
.....................................
133
Red Dragons..............................
138 Metallic Greatwyrm....................
Sapphire Dragons.....................
142 Metallic Sentinels........................
Shadow Dragons.......................
Metallic Peacekeeper...............
.145
Silver Dragons...........................
Metallic Warbler.......................
.149
Topaz Dragons...........................
.153 Moonstone Dragons....................
White Dragons...........................
Ancient Moonstone Dragon....
.159
Ch. 6: Bestiary...........................
“Adult Moonstone Dragon.......
.159
Amethyst Dragons.....................
Young Moonstone Dragon......
.160
Ancient Amethyst Dragon.....
Moonstone Dragon Wyrmling
.161
Adult Amethyst Dragon.........
.161 Sapphire Dragons......................
Young Amethyst Dragon......
Ancient Sapphire Dragon......
.162
Amethyst Dragon Wyrmling
Adult Sapphire Dragon...........
..163
Animated Breath......................
Young Sapphire Dragon.........
..164
Aspect of Bahamut...................
Sapphire Dragon Wyrmling....
..166
Aspect of Tiamat.......................
.168 Sea Serpents..............................
Chromatic Greatwyrm............
Ancient Sea Serpent...............
.169
Crystal Dragons........................
Young Sea Serpent.................
.170
Ancient Crystal Dragon........
Topaz
Dragons............................
.. 171
Adult Crystal Dragon...........
Ancient
Topaz Dragon...........
.172
Young Crystal Dragon...........
Adult Topaz Dragon................
.172
Crystal Dragon Wyrmling....
Young Topaz Dragon..............
..173
Deep Dragon.............................
Topaz Dragon Wyrmling.......
..173
Ancient Deep Dragon...........
.. 174 Creature Lists.............................
Adult Deep Dragon...............
..175
Young Deep Dragon.............
.. 175 Sidebars
Deep Dragon Wyrmling......
.. 176 Dragons and Dragons..............
Dracohydra................................
177 Dragons and Dungeons...........
Draconians...............................
177 Feats as Draconic Gifts............
Draconian Dreadnought.....
178 Dragons and Territory.............
Draconian Foot Soldier.......
178 Dragons of Song and Steel.....
Draconian Infiltrator...........
179 Age and a Dragon’s Lair..........
Draconian Mage...................
180 Eldenser the Lurker.................
Draconian Mastermind.......
180 Rhashaak...................................
Draconic Shard........................
182 lymrith........................................
Dragonblood Ooze................
183 Aasterinian................................
Dragonbone Golem..............
,184
Fireflash.....................................
Dragonborn Champions......
.184 Galadaeros the Sunset Flame.
Dragonborn of Bahamut ...
Dragonborn of Sardior.....
.185 Saryndalaghlothtor.................
Dragonborn of Tiamat......
.185 Aremag......................................
.186 Raulothim.................................
Dragonflesh Grafters...........
Dragonflesh Grafter.........
.186 Nathair Sgiathach...................
.187 Tamarand.................................
Dragonflesh Abomination.
.188 Cyan Bloodbane.......................
Dragon Followers..
Dragon Blessed..
.188 Ashardalon...............................
.189 Bleucorundum..........................
Dragon ChosenDragon Speaker
.189 D’argent.....................................
Dragonnel...
.190 Astilabor...................................
Dragon Turtles.....
.191 Rime.........................................

191
192
192
.193
,193
.193
.194
.195
.195
.196
.197
.197
.199
200
.202
.203
.204
.205
.205
.205
206
.207
.208
.210
.210
.210
.211
.211
.212
.213
.213
.214
.214
.215
.216
.216
.218
.219
.219
..220
..220
..221
..223
...223
...224

...5
...7
.28
.37
.44
.65
.77
..82
..88
..93
..98
100
103
113
115
120
,123
.130
.137
.140
.148
.152
.157

A Treasury

of

Dragons

T7ni<; book insk'f? on Sorting. dragon? info

li-ftle-, unde-rshndable- box&s a? if

rc-ade-r? had only ‘tOO ye-arS or So +o li\/&

and the-ir -tiny baby-brainS c-ovld hold only

So rmc-h knowledge- ...
-Fizban

g

i
i

s

-

I
£

In the real world, dragons are a staple of folklore
and fantasy literature, resonating as symbols of
power and wisdom—and sometimes greed—across
countless cultures. In the many worlds of D&D,
dragons are ever-present monsters, relevant at every
level of play as dangerous threats, wise patrons, or
mysterious schemers.
Fizban’s Treasury of Dragons is a comprehen­
sive guide to the dragons of the worlds of D&D. It
introduces the gem dragons—a family of five dragon
kinds—as well as a variety of other Dragons and
dragon-related monsters, character options, and in­
spirations.
This introduction sets the scene for what’s to
come in the rest of the book. It introduces the myth
of the First World, created by Bahamut and Tiamat,
then discusses the role that dragons play in the
myths of many Material Plane worlds, as a reflec­
tion of that primordial story. It begins to explore the
connections linking dragons on different worlds,
which is elaborated throughout the rest of this book.
Chapter 1 introduces draconic-themed options
for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the
Drakewarden ranger and the Way of the Ascendant
Dragon monk), feats, and roleplaying suggestions
that can connect characters of any class to a dra­
conic theme.
Chapter 2 discusses magic related to dragons, in­
cluding new spells, magic items, and draconic gifts
(supernatural gifts explicitly connected to a drag­
on’s power).
Chapter 3 presents tips, advice, and tables to help
Dungeon Masters build encounters, adventures, and
whole campaigns around dragons.
Chapter 4 discusses dragon lairs and hoards,
examining what a lair means to a dragon and ex­
ploring the correlation between a dragon’s magical
might and the value of the dragon's hoard. It also
provides an alternative method for randomly creat­
ing a dragon’s hoard.
Chapter 5 provides extensive resources related
to each of twenty different draconic creatures.

For each kind of dragon, this chapter provides in­
spiration to help DMs craft dragon personalities
and dragon-themed adventures, including sample
lair maps.
Chapter 6 includes stat blocks and lore for a vari­
ety of new Dragons and dragon-oriented creatures.
The family of gem dragons, aspects of the dragon
gods, dragon minions, and more can be found here.
Dragons

and

Dragons

Fizban’s Treasury of Dragons, as the name states, is a
book about dragons, but only secondarily a book about
Dragons—that is, creatures with the Dragon type.
Most of this book is concerned with the chromatic and
metallic dragons described in the Monster Manual,
as well as the gem dragons introduced in this book.
These three families of dragons share a deeply magical
nature tied to the mythic history of the Material Plane.
A few other Dragons share many similar characteris­
tics, and several of them are presented alongside the
chromatic, metallic, and gem dragons in chapter 5.
These include dragon turtles and faerie dragons, as
well as the deep dragon and moonstone dragon intro­
duced in chapter 6.
It should be clear throughout this book whether
we’re discussing a specific kind of dragon, the mem­
bers of the three great dragon families, or all creatures
with the Dragon type. But if you see the word “dragon"
(not capitalized) and you’re not sure, assume we mean
chromatic, gem, and metallic dragons.

ELEGY FOR THE FIRST WORLD

5

<5

Elegy for
the First World
Breathe, dragons; sing of the First World,
forged out ofchaos and painted with beauty.
Sing of Bahamut, the Platinum,
molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat,
painting all over the infinite canvas.
Partnered, they woke in the darkness;
partnered, they labored in acts of creation.

Breathe, dragons; sing of the conquest,,
seeding the world with their legions of followers.
Each to their own habitation,
elves in their forests and dwarves in their mountains,
Orcs in their caverns and canyons,
goblins in badlands and halflings in green fields,
Lizardfolk lurking in marshes,
humans throughout every part of creation.

Breathe, dragons; sing then of Sardior,
ruby-red jewel they made in their likeness;
Sardior. first-born of dragonkind,
labored alongside Bahamut and Tiamat,
Shaping the dragons they crafted:
dragons metallic and dragons chromatic.
Breathe, dragons—draw in the life-gift
breathed into you at the dawn of creation.

Breathe, dragons; sing of Bahamut,
maker of peace with the outsider deities,
Welcomed to mountains celestial,
worshiped by some as the Platinum Paladin.
Sing of his journeys of seeking,
striving to understand gods and their children,
Longing for Tiamat’s freedom,
grieving her loss from the face of creation.

Breathe, dragons: sing of the outsiders,
war-bringer gods with their mortal adherents;
Teeming, they came to the First World,
seeking a home for their legions of followers.
Mighty in magic and numbers,
conquering deities seized their victory.
Fallen was noble Bahamut,
Sardior hid in the heart of creation.

Breathe, dragons; sing of her freedom—
Tiamat loosed from her prison of torment!
Tell how she rallied her children,
dragons chromatic, a spectrum of mayhem.
Sing of her fury, her vengeance,
lightning and venom, ice, fire, and corrosion,
Five-headed, monstrous, and mighty,
rampaging on a campaign of destruction.

Breathe, dragons; sing now of Tiamat,
raging in battle with no hope of victory.
She would not flee or surrender,
fighting as death reached its cold claws toward her.
War-bringers seized her and bound her,
snatched her from death, entombed her in torment—
Sealed in the darkness forever,
captive to gods laying claim to creation.

Breathe, dragons; sing of the First World? •
scattered in infinite seedling realities.
Sing of Bahamut and Tiamat,
watching its sundering, mourning their labor.
Sing too of Sardior, sundered,
consciousness scattered in minuscule fragments.
Breathe, dragons: you are inheritors, ,
ruling the wreck of the First World's destruction.

■<

>:•

■

•

The First World
Foeft do have- a way of editing. and
exaggerating. I reme-mber that time- a?

one tig, boring,

di 11ci­

dalliance-. A Io/ of hvrrij up and rrait

-flz-ban
“Elegy for the First World” is an ancient Draconic
poem of unknown origin, found with minor varia­
tions in the collections and traditions of dragons
across many worlds of the Material Plane. Various
creation myths told on different worlds echo some
of the themes and notions of this poem, particularly
when they describe dragons or draconic gods being
involved in creating the world. But the heart of the
poem is a profound assertion not found in any of
those individual myths.
The elegy suggests that before the myriad worlds
of the Material Plane came into being, before Oerth
and Toril and Eberron and Krynn existed, the pri­
mordial dragons—Bahamut and Tiamat—worked
together to create the Material Plane in the form of
a single First World. All the worlds that now consti­
tute the plane are, in the words of the poem, “seed­
ling realities” formed when the First World was
sundered in some unexplained catastrophe.
The story told in “Elegy for the First World” sug­
gests a number of truths regarding the nature of
dragons. First, it portrays the ten varieties of metal­
lic and chromatic dragons as the first inhabitants of
the Material Plane. Dragons were made to populate
the First World before any other worlds came into
being, but they were supplanted by the teeming
peoples that the gods of the Outer Planes brought to
inhabit that world. The elegy likewise suggests that
dragons are Jiving embodiments of the primordial
energy of the First World, which now flows through­
out the Material Plane, and that they are thus
inextricably linked to the magic of that plane. The
religions of numerous worlds teach that Humanoids
are creatures of a dual nature—part material and
part spiritual, made of the essence of both the Ma­
terial Plane and the otherworldly Outer Planes. But
dragons, at least in the view of "Elegy for the First
World,” are wholly material, dwelling in the Material
Plane and embodying its essential nature.
Many worlds have myths and legends about Baha­
mut and Tiamat, though these primordial dragons
are sometimes known by other names. But “Elegy
for the First World” differs from nearly all those
legends in its mention of Sardior, “first-born of
dragonkind.” The poem suggests that Bahamut and

6

ELEGY FOR THE FIRST WORLD

Tiamat created Sardior together, and that “ruby-red”
Sardior then joined with Bahamut to craft the metal­
lic dragons and with Tiamat to craft the chromatic
dragons. Some dragons who have studied the poem
believe that Sardior was destroyed and shattered
along with the First World and that the Ruby Drag­
on's splintered consciousness became the gem drag­
ons on the new worlds of the Material Plane.

Dragons of Many Worlds
Whether it is regarded as interpretive myth or his­
torical record, “Elegy for the First World” offers an
explanation for the common elements that appear
in the legends and mythology of so many worlds
across the Material Plane. Dragons populated the
First World from the time of its creation, and a va­
riety of peoples came to live in the First World after
their gods made war on the dragons. As such, the
similar natures of the creatures now inhabiting the
many different worlds of the Material Plane can be
seen as a product of the First World’s sundering.
And because dragons are so tightly linked to the
essence of the Material Plane, they are thought to
be the only creatures that appear on every world
formed from the shattering of the First World, even
when they take on different forms.

Forgotten Realms
The most comprehensive histories suggest Toril
(the world of the Forgotten Realms setting) has not
always known dragons, at least not in their current
forms. Many scholars theorize that Toril’s dragons
evolved from some reptilian ancestor. And though
it’s possible to read these theories as contradicting
the story of “Elegy for the First World,” it’s also
possible to imagine that the newly formed Toril,
fragmented from the First World, retained a hazy
memory of the full ideal of dragonkind, which then
took thousands of years to manifest. Certainly, the
dragons of Toril cleave closely to the draconic ar­
chetypes described in the Monster Manual, and al­
though Bahamut and Tiamat have sometimes been
known by other names on that world (such as Xymor
and Tchazzar), they have always had a part to play in
the world’s divine drama.

Greyhawk
Myths concerning the creation of Oerth (home to
the Greyhawk setting) are few and often contradic­
tory. Still, a number of those myths mention the
dragon gods—or a single draconic creator, Io, who
shed his own blood to inspire creation. Dragons
have been reclusive and rare for most of Oerth’s
recorded history, but ancient annals of the Suel Im­
perium record that that empire created the mighty
Orbs of Dragonkinci for use in a war against a pow­
erful cabal of shadow-wielding red dragons.

Dragonlance
Legends say the world of Krynn (home to the Drag­
onlance setting) was created in the interplay be­
tween the High God and Chaos. Its most important
cosmic powers have always been the three children
of the High God—Paladine, Gilean, and Takhisis,
with Paladine and Takhisis easily identifiable as Bahamut and Tiamat. According to the creation myths
of Krynn, Paladine and Takhisis worked together
to create five dragons to rule the world, but Takh­
isis secretly corrupted them, creating the first five
chromatic dragons. Mourning the corruption of his
children, Paladine worked with the forge-god Reorx
to create the metallic dragons. Much of the history
of Krynn involves the strife between Takhisis and
Paladine and the ongoing effort to maintain balance
between good and evil. Chromatic dragons have
long been Takhisis’s favored agents as she strives
to dominate the world, while metallic dragons have
helped the peoples of Krynn to foil her schemes.
Meanwhile. Paladine, in the guise of a doddering old
wizard named Fizban, walked among the peoples
of Krynn to aid them—just as Bahamut has done on
many worlds throughout their long histories.

Eberron
The myths of Eberron describe the involvement
of the three Progenitor Dragons in that world’s
creation: Siberys, the Dragon Above; Khyber, the
Dragon Below; and Eberron, the Dragon Between.
These godlike beings are said to have created a
microcosm of the multiverse in the depths of the
Ethereal Plane, sequestered away from the Outer
Planes and all the influence of the gods and other
cosmic powers. Viewed through the lens of “Elegy
for the First World,” Eberron is thus not actually a
fragment of the First World, but a second-generation
derivative of that original realm—yet even Eberron
is profoundly shaped by dragons.

Dragonsight
A little-known phenomenon supports the central
ideas expressed in “Elegy for the First World.”
Occasionally, dragons develop a sense known as
dragonsight—an awareness of multiple incarnations
of themselves across different worlds of the Mate­
rial Plane. Dragonsight is most common in ancient
dragons, especially when their enormous hoards in­
clude items from other worlds or powerful artifacts
whose histories span multiple worlds. Gem dragons,
perhaps because of their connection to Sardior, are
most likely to develop dragonsight.
Dragons who develop dragonsight amass knowl­
edge that spans the Material Plane, making them
among the foremost experts on worlds beyond their
own. With time, dragonsight can expand beyond
passive awareness to allow active communication

between a dragon's incarnations. Some ancient
dragons with well-developed dragonsight begin to
weave grand plans that involve coordinating activ­
ities across multiple worlds, culminating in cos­
mos-shaking events.
As one example, tales are told on multiple worlds
of the Material Plane regarding the red dragon
Ashardalon. Less widely understood, though, is the
fact that as one Ashardalon developed his dragon­
sight, he concocted a scheme to preserve his exis­
tence by consuming his echoes on other worlds. All
these different Ashardalons thus became a single,
immensely powerful greatwyrm that fed on soul
energy—and that prevented souls from incarnating
into newly born creatures across the worlds.
Given most people’s limited understanding of
dragons’ beliefs and philosophies, let alone dragon­
sight, many mortals are quick to describe dragons
with heightened dragonsight as “dragon gods”—
which they are not. Still, some powerful dragons
have so successfully extended their consciousness
across multiple incarnations, and so expertly coor­
dinated their activities across multiple worlds, that
they can seem godlike even to younger dragons. The
black greatwyrm Chronepsis once accomplished a
feat similar to Ashardalon’s, with one version of the
dragon devouring multiple echoes before leaving
the Material Plane and establishing a lair in the
Outer Planes.
Dragons

and

Dungeons

Just as individual dragons have echoes across multiple
worlds of the Material Plane, some places of tremen­
dous power that have a connection to dragons reso­
nate across the plane. Dungeons such as the Sunless
Citadel (buried by Ashardalon in his wrath), Dragon
Mountain (the lair of the red dragon Infyrana), and the
ruined city of Xak Tsaroth (home to the black dragon
Khisanth) manifest in various ways across multiple
worlds. Similarly, the power of mighty dragonslayers
often resonates around sites they build or inhabit. The
Tomb of Horrors is one such site, crafted by the lich
Acererak, whose uncountable evils included slaughter­
ing metallic dragons for the magic of their blood.
Artifacts associated with dragons can also resonate
across the different worlds of the Material Plane. The
clearest examples are the Orbs of Dragonkind, de­
scribed in the Dungeon Master's Guide. On the world
of Creyhawk, these artifacts were made during an era
when the Suel Imperium battled a cabal of red drag­
ons. On Krynn, the orbs (known there as Dragon Orbs)
were created to defend the Towers of High Sorcery
from dragon attack. In Faerun, the Orbs of Draconic
Influence were made by dragons to extend their influ­
ence over other dragons. The similarities among these
artifacts are not a matter of coincidence or convergent
magical evolution; these items partake of dragons'
unique connection to the magical fabric of the Material
Plane and echo across its many worlds.

ELEGY FOR THE FIRST WORLD

7

1

I

Character Creation
ROM THE FOLK HERO DREAMING OF

■—

liberating their people from a tyrannical
blue dragon’s reign to the idealistic aco­
lyte who imagines purging the world of
Tiamat’s corruption, many adventurers
aspire to be dragonslayers. In time, some have their
dreams realized—or shattered in spectacular fash­
ion, as they discover they are woefully unprepared
for the threat a dragon poses.
This chapter is for any D&D character who hopes
or fears that they might one day face a dragon. But
this chapter is also for the bard who has made a
lifelong study of dragonsong, the cleric devoted to
Bahamut, and the warlock who made an eldritch
pact with a moonstone dragon. For dragons are not
always adversaries. They can be patrons, allies, and
benefactors; they can scheme in the shadows; and
they can dramatically shape adventurers' lives.
The following sections present a variety of options
for creating characters with a tie to dragons:

“Draconic Races” presents variant dragonborn
race options to give characters a draconic heritage
strongly linked to the three great dragon families.
“Subclass Options” allows monk and ranger char­
acters to explore deeper ties with dragonkind.
“Heroes of the Dragon” includes inspiration for
characters of any class to portray their training or
magic as derived from a connection to dragons.
“Draconic Feats” provides feats to forge con­
nections to the chromatic, gem, and metallic
dragon families.

Draconic Races
If’? all too e-aSy to prefer a <yc-rtain color

of dragonborn, but tvhaf? inside- i? n/hat
re-all^ Matters—k to Sa^, +he- Sort
of damage- +he-ir bre-ath oan do to i^ou.

-Tpz-ban

i
i

The dragonborn race in the Player’s Handbook is
the most direct way to reflect a character with drag­
ons somewhere far back in their ancestry. But for
players who want to try a more nuanced approach,
this section offers three variant dragonborn race
options that can be used to create a character with

clear connections to a specific draconic ancestry.
When you're making a new character using one
of these races, use the rules under “Creating Your
Character” to fill out the details.

Creating Your Character
When you create your D&D character, you decide
whether your character is a member of the human
race or one of the game's fantastical races. If you se­
lect one of the dragonborn races in this chapter, fol­
low these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores,
increase one of those scores by 2 and increase a dif­
ferent score by 1, or increase three different scores
by 1. Follow this rule regardless of the method
you use to determine the scores, such as rolling or
point buy.
The “Quick Build” section for your character’s
class offers suggestions on which scores to increase.
You’re free to follow those suggestions or to ignore
them. Whichever scores you decide to increase,
none of the scores can be raised above 20.

Languages
Your character can speak, read, and write Common
and one other language that you and your DM agree
is appropriate for the character. The Player's Hand­
book offers a list of widespread languages to choose
from. The DM is free to add or remove languages
from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player char­
acter, has a special tag in the rules that identifies the
type of creature they are. Most player characters are
of the Humanoid type. A race option presented here
tells you what your character's creature type is.
Here’s a list of the game’s creature types in al­
phabetical order: Aberration, Beast. Celestial.
Construct, Dragon, Elemental. Fey, Fiend. Giant,
Humanoid, Monstrosity. Ooze, Plant, Undead.
These types don’t have rules themselves, but some
rules in the game affect creatures of certain types in
different ways. For example, the cure wounds spell
doesn’t work on a Construct or an Undead.

CHAPTER 1 I CHARACTER CREATION

9

.

J*

ft

Dragonborn with chromatic ancestry claim the raw
elemental power of chromatic dragons. The vibrant
colors of black, blue, green, red, and white dragons
gleam in those dragonborn's scaled skin and in the
deadly energy of their breath weapons. Theirs is the
raw elemental fury of the volcano, of biting arctic
winds, and of raging lightning storms, as well as
the subtle whisper of swamp and forest, toxic and
corrosive.

Chromatic Dragonborn Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Chromatic Ancestry. You have a chromatic
dragon ancestor, granting you a special magical
affinity. Choose one kind of dragon from the Chro­
matic Ancestry table. This determines the damage
type for your other traits, as shown in the table.
Breath Weapon. When you take the Attack action
on your turn, you can replace one of your attacks
with an exhalation of magical energy in a 30-foot
line that is 5 feet wide. Each creature in that area
must make a Dexterity saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus). On

IO

CHAPTER 1 I CHARACTER CREATION

type associated with your Chromatic Ancestry. On a
successful save, it takes half as much damage. This
damage increases by ldlO when you reach 5th level
(2dl0), 11th level (3dl0), and 17th level (4dl0).
You can use your Breath Weapon a number of
times equal to your proficiency bonus, and you re­
gain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance
to the damage type associated with your Chro­
matic Ancestry.
Chromatic Warding. Starting at 5th level, as an
action, you can channel your draconic energy to
protect yourself. For 1 minute, you become immune
to the damage type associated with your Chromatic
Ancestry. Once you use this trait, you can't do so
again until you finish a long rest.
Chromatic Ancestry
Dragon

Damage Type

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold

i
i

Gem Dragonborn
Gem dragonborn partake of the heritage of gem
dragons, who claim to be heirs of Sardior, the Ruby
Dragon. The colors and mysterious powers of gem
dragons—amethyst, crystal, emerald, sapphire, and
topaz—gleam in these dragonborn’s scaled skin and
course through their veins. Theirs are the wonders
of the mind, the force of will, the brilliant light of
insight, and the resounding echo of discovery—but
also the desiccation of despair.

Gem Dragonborn Traits

i

l

You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Gem Ancestry. You have a gem dragon ancestor,
granting you a special magical affinity. Choose one
kind of dragon from the Gem Ancestry table. This
determines the damage type for your other traits, as
shown in the table.
Breath Weapon. When you take the Attack action
on your turn, you can replace one of your attacks
with an exhalation of magical energy in a 15-foot
cone. Each creature in that area must make a Dex­
terity saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus). On a failed save,
the creature takes IdlO damage of the type asso­
ciated with your Gem Ancestry. On a successful

save, it takes half as much damage. This damage
increases by IdlO when you reach 5th level (2dl0),
11th level (3d 10), and 17th level (4dl0).
You can use your Breath Weapon a number of
times equal to your proficiency bonus, and you re­
gain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the
damage type associated with your Gem Ancestry.
Psionic Mind. You can send telepathic messages
to any creature you can see within 30 feet of you.
You don’t need to share a language with the crea­
ture for it to understand these messages, but it must
be able to understand at least one language to com­
prehend them.
Gem Flight. Starting at 5th level, you can use a
bonus action to manifest spectral wings on your
body. These wings last for 1 minute. For the dura­
tion, you gain a flying speed equal to your walking
speed and can hover. Once you use this trait, you
can’t do so again until you finish a long rest.

Gem Ancestry
Dragon

Damage Type

Amethyst

Force

Crystal

Radiant

Emerald

Psychic

Sapphire

Thunder

Topaz

Necrotic
CHAPTER 1 | CHARACTER CREATION

ir

Metallic Dragonborn____
Dragonborn with metallic ancestry lay claim to the
tenacity of metallic dragons—brass, bronze, copper,
gold, and silver—whose hues glint in their scales.
Theirs is the fire of hearth and forge, the cold of
high mountain air, the spark of inspiration, and the
scouring touch of acid that purifies.

Metallic Dragonborn Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Metallic Ancestry. You have a metallic dragon
ancestor, granting you a special magical affinity.
Choose one kind of dragon from the Metallic Ances­
try table. This determines the damage type for your
other traits, as shown in the table.
Breath Weapon. When you take the Attack action
on your turn, you can replace one of your attacks
with an exhalation of magical energy in a 15-foot
cone. Each creature in that area must make a Dex­
terity saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus). On a failed save,
the creature takes ldlO damage of the type associ­
ated with your Metallic Ancestry. On a successful
save, it takes half as much damage. This damage
increases by ldlO when you reach 5th level (2dl0),
11th level (3dl0), and 17th level (4dl0).

You can use your Breath Weapon a number of
times equal to your proficiency bonus, and you re­
gain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance
to the damage type associated with your Metal­
lic Ancestry.
Metallic Breath Weapon. At 5th level, you gain
a second breath weapon. When you take the Attack
action on your turn, you can replace one of your at­
tacks with an exhalation in a 15-foot cone. The save
DC for this breath is 8 + your Constitution modifier
+ your proficiency bonus. Whenever you use this
trait, choose one:
Enervating Breath. Each creature in the cone must
succeed on a Constitution saving throw or become
incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must
succeed on a Strength saving throw or be pushed
20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you
can’t do so again until you finish a long rest.
Metallic Ancestry
Dragon

Damage Type

Brass

Fire

Bronze

Lightning

Copper

Acid

Cold

Fire

Silver

Cold

Subclass Options
At 3rd level, a monk gains the Monastic Tradition
class feature and a ranger gains the Ranger Arche­
type class feature. This section presents two new
options for those features—the Drakewarden for
the ranger and the Way of the Ascendant Dragon
for the monk.

MONK:
Way of the Ascendant Dragon
fartriie- A&aeydant ’Pragen monk.? all

naoo'fe the-ir bodily a++aGk? aloud rvi+h

fvn onorvia't'opo&ias. Swkh ka-povy, indeed.
-fqzian
The dragon god Bahamut is known to travel the Ma­
terial Plane in the guise of a young monk, and leg­
end says that he founded the first monastery of the
Way of the Ascendant Dragon in this guise. The fun­
damental teaching of this tradition holds that by em­
ulating dragons, a monk becomes a more integrated
part of the world and its magic. By altering their
spirit to resonate with draconic might, monks who
follow this tradition augment their prowess in bat­
tle, bolster their allies, and can even soar through
the air on draconic wings. But all this power is in
service of a greater goal: achieving a spiritual unity
with the essence of the Material Plane.
As a follower of the Way of the Ascendant Dragon,
you decide how you unlocked the power of dragons
within yourself. The Ascendant Dragon Origin table
offers a number of possibilities.

Ascendant Dragon Origin
d6 Origin
1 You honed your abilities by aligning your spirit
with a dragon’s world-altering power.

2

A dragon personally took an active role in shaping
your inner energy.

3

You studied at a monastery that traces its teach­
ings back centuries or more to a single dragon's

instruction, or one that is devoted to a dragon
god.

4

You spent long stretches meditating in the region

around an ancient dragon's lair, absorbing that
lair’s ambient magic.
5

I

Draconic Disciple
3rd-Level Way of the Ascendant Dragon Feature
You can channel draconic power to magnify your
presence and imbue your unarmed strikes with the
essence of a dragon’s breath. You gain the following
benefits:

Draconic Presence. If you fail a Charisma (Intimi­
dation) or Charisma (Persuasion) check, you can
use your reaction to reroll the check, as you tap
into the mighty presence of dragons. Once this
feature turns a failure into a success, you can’t use
it again until you finish a long rest.
Draconic Strike. When you damage a target with
an unarmed strike, you can change the damage
type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read,
and write Draconic or one other language of
your choice.
Breath of the Dragon
3rd-Level Way of the Ascendant Dragon Feature

You can channel destructive waves of energy, like
those created by the dragons you emulate. When
you take the Attack action on your turn, you can
replace one of the attacks with an exhalation of
draconic energy in either a 20-foot cone or a 30-foot
line that is 5 feet wide (your choice). Choose a dam­
age type: acid, cold, fire, lightning, or poison. Each
creature in that area must make a Dexterity saving
throw against your ki save DC, taking damage of
the chosen type equal to two rolls of your Martial
Arts die on a failed save, or half as much damage on
a successful one.
At 11th level, the damage of this feature increases
to three rolls of your Martial Arts die.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all ex­
pended uses when you finish a long rest. While you
have no uses available, you can spend 2 ki points to
use this feature again.
Wings Unfurled
6th-Level Way of the Ascendant Dragon Feature
When you use your Step of the Wind, you can unfurl
spectral draconic wings from your back that vanish
at the end of your turn. While the wings exist, you
have a flying speed equal to your walking speed.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all ex­
pended uses when you finish a long rest.

You found a scroll written in Draconic that con­
tained inspiring new techniques.

6

After a dream featuring a five-handed dragonborn,
you awoke with the mystical breath of dragons.

CHAPTER 1 I CHARACTER CREATION

13

■01 -

Aspect

of the

Wyrm

Ascendant Aspect

1 Ith-Level Way of the Ascendant Dragon Feature

17th-Level Way of the Ascendant Dragon Feature

The power of your draconic spirit now radiates from
you, warding your allies or inspiring fear in your en­
emies. As a bonus action, you can create an aura of
draconic power that radiates 10 feet from you for 1
minute. For the duration, you gain one of the follow­
ing effects of your choice:

Your draconic spirit reaches its peak. You gain the
following benefits:

Frightful Presence. When you create this aura,
and as a bonus action on subsequent turns, you
can choose a creature within the aura. The target
must succeed on a Wisdom saving throw against
your ki save DC or become frightened of you for
1 minute. The target can repeat the saving.throw
at the end of each of its turns, ending the effect on
itself on a successful save.
Resistance. Choose a damage type when you acti­
vate this aura: acid, cold, fire, lightning, or poison.
You and your allies within the aura have resis­
tance to that damage.
Once you create this aura, you can't create it again
until you finish a long rest, unless you expend 3 ki
points to create it again.

Augment Breath. When you use your Breath of
the Dragon, you can spend 1 ki point to augment
its shape and power. The exhalation of draconic
energy becomes either a 60-foot cone or a 90-foot
line that is 5 feet wide (your choice), and each
creature in that area takes damage equal to four
rolls of your Martial Arts die on a failed save, or
half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet.
Within that range, you can effectively see anything
that isn't behind total cover, even if you're blinded
or in darkness. Moreover, you can see an invisible
creature within that range, unless the creature
successfully hides from you.
Explosive Fury. When you activate your Aspect
of the Wyrm, draconic fury explodes from you.
Choose any number of creatures you can see in
your aura. Each of those creatures must succeed
on a Dexterity saving throw against your ki save
DC or take 3dl0 acid, cold, fire, lightning, or poi­
son damage (your choice).

I
14

CHAPTER 1 I CHARACTER CREATION

Ranger: Drakewarden

Drake Companion
3rd-Level Drakewarden Feature

The-tj Satj that range-rc te-nd to loot a

lot lite- the-ir bestial companions. That
mate4 Prafce-tvarde-n? among, the- most

attractive- of hwanoids!

-Tizban
Your connection to the natural world takes the form
of a draconic spirit, which can manifest in physical
form as a drake. As your powers grow, your drake
grows as well, blossoming from a small four-legged
companion to a majestic winged creature large and
strong enough for you to ride. Along the way, you
gain an increasing share of the awe-inspiring power
of dragons.
Consider the source of the draconic spirit you
have bonded with. The Drakewarden Origin table
offers examples.

Drakewarden Origin
de Origin
1 You studied a dragon's scale or claw, or a trinket
from a dragon’s hoard, creating your bond through

that token's lingering draconic magic.

2

A secret order of rangers who collect and guard dra­

conic lore taught you their ways.

3

A dragon gave you a geode or gemstone to care for.
To your surprise, the drake hatched from that stone.

4

You ingested a few drops of dragon blood, forever

5

An ancient Draconic inscription on a standing stone

6

You had a vivid dream of a mysterious figure accom­

infusing your nature magic with draconic power.

empowered you when you read it aloud.

panied by seven yellow canaries, who warned you of

As an action, you can magically summon the drake
that is bound to you. It appears in an unoccupied
space of your choice within 30 feet of you.
The drake is friendly to you and your companions,
and it obeys your commands. See its game statistics
in the accompanying Drake Companion stat block,
which uses your proficiency bonus (PB) in several
places. Whenever you summon the drake, choose
a damage type listed in its Draconic Essence trait.
You can determine the cosmetic characteristics of
the drake, such as its color, its scale texture, or any
visible effect of its Draconic Essence; your choice
has no effect on its game statistics.
In combat, the drake shares your initiative count,
but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action, unless
you take a bonus action on your turn to command it
to take another action. That action can be one in its
stat block or some other action. If you are incapaci­
tated, the drake can take any action of its choice, not
just Dodge.

Drake Companion
Small Dragon

Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level (the drake has a
number of Hit Dice [diOs] equal to your ranger level)
Speed 40 ft.
STR
16 (+3)

DEX
12 (+1)

CON
15 (+2)

INT
8(-l)

WIS
14 (+2)

CHA
8(-l)

Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities determined by the drake’s Draconic
Essence trait
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge —
Proficiency Bonus (PB) equals your bonus

impending doom. When you awoke, your drake was
there, watching you.

Draconic Gift
3rd-Level Drakewarden Feature

The bond you share with your drake creates a con­
nection to dragonkind, granting you understanding
and empowering your presence. You gain the follow­
ing benefits:
Thaumaturgy. You learn the thaumaturgy cantrip,
which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read,
and write Draconic or one other language of
your choice.

Draconic Essence. When you summon the drake, choose a
damage type: acid, cold, fire, lightning, or poison. The chosen
type determines the drake's damage immunity and the damage
of its Infused Strikes trait.

Actions_______________________
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one
target. Hit: ld6 plus PB piercing damage.

Reactions____________________
Infused Strikes. When another creature within 30 feet of the
drake that it can see hits a target with a weapon attack, the
drake infuses the strike with its essence, causing the target to
take an extra Idfi damage of the type determined by its Dra­
conic Essence.

CHAPTER 1 I CHARACTER CREATION

15

A DRAGONBORN DRAKEWARDEN

SHARES AFFECTION WITH HER DRAKE
COMPANION.

Drake’s Breath
llth-Level Drakewarden Feature
As an action, you can exhale a 30-foot cone of
damaging breath or cause your drake to exhale it.
Choose acid, cold, fire, lightning, or poison damage
(your choice doesn’t have to match your drake's
Draconic Essence). Each creature in the cone must
make a Dexterity saving throw against your spell
save DC, taking 8d6 damage on a failed save, or half
as much damage on a successful one.
This damage increases to 10d6 when you reach
15th level in this class.
Once you use this feature, you can’t do so again
until you finish a long rest, unless you expend a
spell slot of 3rd level or higher to use it again.

Perfected Bond
15th-Level Drakewarden Feature

Your bond to your drake reaches the pinnacle of its
power. While your drake is summoned, you and the
drake gain the following benefits:
The drake remains until it is reduced to 0 hit
points, until you use this feature to summon the
drake again, or until you die. Anything the drake
was wearing or carrying is left behind when the
drake vanishes.
Once you summon the drake, you can’t do so
again until you finish a long rest, unless you expend
a spell slot of 1st level or higher to summon it.

Bond of Fang and Scale
7th-Leve! Drakewarden Feature
The bond you share with your drake intensifies, pro­
tecting you and stoking the drake’s fury. When you
summon your drake, it grows wings on its back and
gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you
and the drake gain the following benefits:
Drake Mount. The drake grows to Medium size.
Reflecting your special bond, you can use the
drake as a mount if your size is Medium or
smaller. While you are riding your drake, it can't
use the flying speed of this feature.
Magic Fang. The drake’s Bite attack deals an extra
ld6 damage of the type chosen for the drake's
Draconic Essence.
Resistance. You gain resistance to the damage type
chosen for the drake's Draconic Essence.
16

CHAPTER 1 | CHARACTER CREATION

Empowered Bite. The drake's Bite attack deals an
extra ld6 damage of the type chosen for its Dra­
conic Essence (for a total of 2d6 extra damage).
Large Drake. The drake grows to Large size. When
you ride your drake, it is no longer prohibited from
using the flying speed of Bond of Fang and Scale.
Reflexive Resistance. When either you or the drake
takes damage while you're within 30 feet of each
other, you can use your reaction to give yourself or
the drake resistance to that instance of damage.
You can use this reaction a number of times equal
to your proficiency bonus, and you regain all ex­
pended uses when you finish a long rest.

Heroes

of the

Dragon

Sorcerers whose magic comes from a draconic or­
igin, rangers with a drake companion, and monks
who learn the ways of dragon masters are not the
only adventurers whose skills, spells, and class
features can have their source in the power of drag­
ons. A character of any class can have strong ties
to dragonkind. The Draconic Character Ties table
provides ideas you might draw on as inspiration for
infusing your character with draconic flavor. The
classes noted in parentheses at the end of each en­
try are particularly appropriate for a given tie, but
you are not limited to those options.

i

I3

Draconic Character Ties
dlO
1

Draconic Tie

I revere and draw my power from one of the dragon
gods—most likely Bahamut or Tiamat, but possi­
bly Sardior or a powerful dragon with heightened

Reactive Resistance. When you take acid, cold, fire,
lightning, or poison damage, you can use your re­
action to give yourself resistance to that instance
of damage. You can use this reaction a number of
times equal to your proficiency bonus, and you re­
gain all expended uses when you finish a long rest.

dragonsight, such as Aasterinian, Ashardalon, or

2

Chronepsis. (Cleric, paladin, warlock)

Gift of the Gem Dragon

I revere or host a draconic spirit, akin to a nature or

You’ve manifested some of the power of gem drag­
ons, granting you the following benefits:

ancestral spirit. (Barbarian, druid, ranger)

3

I was part of an order that preserves the teachings

of an ancient dragon founder. (Fighter, monk, pala­
din, wizard)

4

I have a dragon for a mentor or patron. (Bard,

druid, fighter, rogue, sorcerer, warlock)

5

I use my class features to take on draconic charac­

teristics. (Barbarian, sorcerer)

6

I have a dragon tooth, horn, claw, or scale that I

use as a focus for my spellcasting. (Cleric, druid,
paladin, ranger, sorcerer, warlock, wizard)
7

A dragon ancestor, or a dragon’s gift to my ances­

tor, fuels my might. (Barbarian, fighter, sorcerer)

8

My connection to nature gives me a strange link to

a dragon whose presence alters the fabric of nature
around the dragon's lair. (Druid, ranger)

9

10

Ability Score Increase. Increase your Intelligence,
Wisdom, or Charisma score by 1, to a max­
imum of 20.
Telekinetic Reprisal. When you take damage from
a creature that is within 10 feet of you, you can use
your reaction to emanate telekinetic energy. The
creature that dealt damage to you must make a
Strength saving throw (DC equals 8 + your profi­
ciency bonus + the ability modifier of the score in­
creased by this feat). On a failed save, the creature
takes 2d8 force damage and is pushed up to 10
feet away from you. On a successful save, the crea­
ture takes half as much damage and isn’t pushed.
You can use this reaction a number of times equal
to your proficiency bonus, and you regain all ex­
pended uses when you finish a long rest.

Metallic Dragon

I recently discovered that a person I loved and

Gift

trusted was a dragon in disguise. (Any)

You’ve manifested some of the power of metallic
dragons, granting you the following benefits:

I have an apparently mundane item that was stolen
from a dragon's hoard, and inexplicable things hap­

pen when I carry it with me. (Any)

Draconic Feats
A feat represents a character achieving mastery in
one of their capabilities or discovering the ability to
do something new. When this mastery arises from
a draconic source—whether it’s the gift of a dragon,
the manifestation of some form of draconic heritage,
the blessing of a draconic god, or a consequence of
slaying a dragon—it can have supernatural effects.
Here are feats that bestow draconic power, avail­
able to you if you use the optional feat rule in the
Player’s Handbook.

Gift of the Chromatic Dragon
You’ve manifested some of the power of chromatic
dragons, granting you the following benefits:
Chromatic Infusion. As a bonus action, you can
touch a simple or martial weapon and infuse it
with one of the following damage types: acid, cold,
fire, lightning, or poison. For the next minute, the
weapon deals an extra ld4 damage of the chosen
type when it hits. After you use this bonus action,
you can’t do so again until you finish a long rest.

of the

Draconic Healing. You learn the cure wounds spell.
You can cast this spell without expending a spell
slot. Once you cast this spell in this way, you can’t
do so again until you finish a long rest. You can
also cast this spell using spell slots you have. The
spell’s spellcasting ability is Intelligence, Wis­
dom, or Charisma when you cast it with this feat
(choose when you gain the feat).
Protective Wings. You can manifest protective
wings that can shield you or others. When you or
another creature you can see within 5 feet of you
is hit by an attack roll, you can use your reaction to
manifest spectral wings from your back for a mo­
ment. You grant a bonus to the target’s AC equal
to your proficiency bonus against that attack roll,
potentially causing it to miss. You can use this re­
action a number of times equal to your proficiency
bonus, and you regain all expended uses when you
finish a long rest.

CHAPTER 1 | CHARACTER CREATION

17

r

r
Dragon Magic
HE MAGIC WOVEN THROUGH THE FABRIC

of the Material Plane is concentrated in
dragons and their lairs. This chapter is all
about the magic of dragons, unfolding in
four sections:
“Spells” offers a selection of spells associated
with dragons.
“Magic Items” presents several magic items asso­
ciated with dragons, many connected to the gem
dragons introduced in chapter 6.
“Hoard Items” introduces a new kind of magic
items, which siphon the magical energy associated
with a dragon’s hoard.
“Draconic Gifts” introduces magical gifts that char­
acters might gain in connection with a dragon’s
death or other unusual circumstances.

Spells
Spe-lls fhan

I am less ^yarded wifh

I am tvifh lYiij reeipeS. Ma^io shared k

Soon improved. f5vf r/hen if eorneS fo
pudding, r/ell, tjoy

mm

fix perfeef

-"Fizian
This section contains new spells that the DM may
add to a campaign, making them available to player
characters and monster spellcasters alike. The
Spells table lists the new spells, ordering them by
level. The table also notes the school of magic of a
spell, whether it requires concentration, whether
it bears the ritual tag, and which classes have ac­
cess to it.

Ashardalon’s Stride
3rd-Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The billowing flames of a dragon blast from your
feet, granting you explosive speed. For the duration,
your speed increases by 20 feet and moving doesn't
provoke opportunity attacks.
When you move within 5 feet of a creature or an
object that isn’t being worn or carried, it takes ld6
fire damage from your trail of heat. A creature or ob­
ject can take this damage only once during a turn.
At Higher Levels. When you cast this spell us­
ing a spell slot of 4th level or higher, increase your
speed by 5 feet for each spell slot level above 3rd.
The spell deals an additional ld6 fire damage for
each slot level above 3rd.

Draconic Transformation
7th-Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a statuette of a dragon, worth
at least 500 gp)
Duration: Concentration, up to 1 minute
With a roar, you draw on the magic of dragons to
transform yourself, taking on draconic features. You
gain the following benefits until the spell ends:

Blindsight. You have blindsight with a range of 30
feet. Within that range, you can effectively see
anything that isn’t behind total cover, even if you’re
blinded or in darkness. Moreover, you can see an
invisible creature, unless the creature successfully
hides from you.

Spells
Spell

School

Cone.

Ritual

2nd

Nathair's Mischief

illusion

Yes

No

Bard, Sorcerer, Wizard

2nd

Rime's Binding Ice

Evocation

No

No

Sorcerer, Wizard

Level

I

s

Class

3rd

Ashardalon’s Stride

Transmutation

Yes

No

Artificer* Ranger, Sorcerer, Wizard

4th

Raulothim's Psychic Lance

Enchantment

No

No

Bard, Sorcerer, Warlock, Wizard

5th

Summon Draconic Spirit

Conjuration

Yes

No

Druid, Sorcerer, Wizard

6th

Fizban’s Platinum Shield

Abjuration

Yes

No

Sorcerer, Wizard

7th

Draconic Transformation

Transmutation

Yes

No

Druid, Sorcerer, Wizard

*The artificer class appears in Tasha's Cauldron of Everything and Eberron: Risingfrom the Last War.

CHAPTER 2 | DRAGON MAGIC

19

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h

in l&n^fii^

dedafex; ov'e-r whc+he-r or noF #ii< Spe-ll

Should prope-rly be- a-HvIMe-d to me-.
Itone-S-tfy, 1’i/e- o-rc-ated So rvianij -fWn^S, I
oan’+ re-ally fze-e-p hracjz. of i~he-m all.
-Fqzian
Evasion. If the creature is subjected to an effect that
allows it to make a Dexterity saving throw to take
only half damage, the creature instead takes no
damage if it succeeds on the saving throw, and
only half damage if it fails.
As a bonus action on subsequent turns, you can
move the field to another creature within 60 feet of
the field.

Nathair’s Mischief
2nd-Level Illusion

Breath Weapon. When you cast this spell, and as a
bonus action on subsequent turns for the duration,
you can exhale shimmering energy in a 60-foot
cone. Each creature in that area must make a
Dexterity saving throw, taking 6d8 force damage
on a failed save, or half as much damage on a suc­
cessful one.
Wings. Incorporeal wings sprout from your back,
giving you a flying speed of 60 feet.

Fizban’s Platinum Shield
6th-Level Abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a platinum-plated dragon
scale, worth at least 500 gp)
Duration: Concentration, up to 1 minute
You create a field of silvery light that surrounds
a creature of your choice within range (you can
choose yourself). The field sheds dim light out to 5
feet. While surrounded by the field, a creature gains
the following benefits:

Cover. The creature has half cover.
Damage Resistance. The creature has resistance
to acid, cold, fire, lightning, and poison damage.

Casting Time: 1 action
Range: 60 feet
Components: S, M (a piece of crust from an
apple pie)
Duration: Concentration, up to 1 minute

You fill a 20-foot cube you can see within range
with fey and draconic magic. Roll on the Mischie­
vous Surge table to determine the magical effect
produced, and roll again at the start of each of your
turns until the spell ends. You can move the cube up
to 10 feet before you roll.
Mischievous Surge
d4 Effect
The smell of apple pie fills the air,
1

and each crea­

ture in the cube must succeed on a Wisdom saving

throw or become charmed by you until the start of
your next turn.

2

Bouquets of flowers appear all around, and each

creature in the cube must succeed on a Dexterity

saving throw or be blinded until the start of your

next turn as the flowers spray water in their faces.
3

Each creature in the cube must succeed on a
Wisdom saving throw or begin giggling until the

!

start of your next turn. A giggling creature is inca­

I

pacitated and uses all its movement to move in a

random direction.

4

Drops of molasses hover in the cube, making it dif­
ficult terrain until the start of your next turn.

20

CHAPTER 2 | DRAGON MAGIC

3

I

i

Raulothim’s Psychic Lance
4th-Level Enchantment

Components: S, M (a vial of meltwater)
Duration: Instantaneous

Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous

A burst of cold energy emanates from you in a 30foot cone. Each creature in that area must make a
Constitution saving throw. On a failed save, a crea­
ture takes 3d8 cold damage and is hindered by ice
formations for 1 minute, or until it or another crea­
ture within reach of it uses an action to break away
the ice. A creature hindered by ice has its speed
reduced to 0. On a successful save, a creature takes
half as much damage and isn’t hindered by ice.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, increase the cold
damage by ld8 for each slot level above 2nd.

You unleash a shimmering lance of psychic power
from your forehead at a creature that you can see
within range. Alternatively, you can utter a crea­
ture's name. If the named target is within range, it
becomes the spell’s target even if you can’t see it. If
the named target isn’t within range, the lance dissi­
pates without effect.
The target must make an Intelligence saving
throw. On a failed save, the target takes 7d6 psychic
damage and is incapacitated until the start of your
next turn. On a successful save, the creature takes
half as much damage and isn’t incapacitated.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the damage in­
creases by ld6 for each slot level above 4th.
Rime’s Binding Ice
2nd-Level Evocation

Casting Time: 1 action
Range: Self (30-foot cone)

Summon Draconic Spirit
5th-Level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an object with the image of a
dragon engraved on it, worth at least 500 gp)
Duration: Concentration, up to 1 hour

Magic Items

Draconic Spirit
Large Dragon, Neutral

If t]ov happe-n to find yowSe-lf in possesion
Armor Class 14 + the level of the spell (natural armor)
Hit Points 50 + 10 for each spell level above 5th (the dragon
has a number of Hit Dice [d 10s] equal to the level of the spell)
Speed 30 ft., fly 60 ft., swim 30 ft.

STR
19 (+4)

DEX
14 (+2)

CON
17 (+3)

1NT
10 (+0)

WIS
14 (+2)

CHA
14 (+2)

Damage Resistances (Chromatic and Metallic Only) acid, cold,
fire, lightning, poison
Damage Resistances (Gem Only) force, necrotic, psychic,
radiant, thunder
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Draconic, understands the languages you speak
Challenge —
Proficiency Bonus equals your bonus
Shared Resistances. When you summon the dragon, choose
one of its damage resistances. You have resistance to the cho­
sen damage type until the spell ends.

Actions
Multiattack. The dragon makes a number of Rend attacks
equal to half the spell's level (rounded down), and it uses
Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit,
reach 10 ft., one target. Hit: ld6 + 4 + the spell’s level pierc­
ing damage.

Breath Weapon. The dragon exhales destructive energy in a
30-foot cone. Each creature in that area must make a Dexterity
saving throw against your spell save DC. A creature takes 2d6
damage of a type this dragon has resistance to (your choice) on
a failed save, or half as much damage on a successful one.

You call forth a draconic spirit. It manifests in an
unoccupied space that you can see within range.
This corporeal form uses the Draconic Spirit stat
block. When you cast this spell, choose a family of
dragon: chromatic, gem, or metallic. The creature
resembles a dragon of the chosen family, which de­
termines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the
spell ends.
The creature is an ally to you and your compan­
ions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you). If you don’t issue any, it takes the Dodge ac­
tion and uses its move to avoid danger.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, use the higher level
wherever the spell’s level appears in the stat block.

22

CHAPTER 2 | DRAGON MAGIC

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Side- effect,: he-ad Srzi\Ze-/s,

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ao/nnira-fion, and myriad cptYipliine-nb;.
—'F^tz-ban
The following magic items are presented in alpha­
betical order.

Amethyst Lodestone
Wondrous Item, Very Rare (Requires Attunement)

This fist-sized chunk of amethyst is infused with
an amethyst dragon’s ability to bend gravitational
forces. While you are carrying the lodestone, you
have advantage on Strength saving throws.
The lodestone has 6 charges for the following
properties, which you can use while you are holding
the stone. The stone regains ld6 expended charges
daily at dawn.
Flight. As a bonus action, you can expend 1
charge to gain the power of flight for 10 minutes.
For the duration, you gain a flying speed equal to
your walking speed, and you can hover.
Gravitational Thrust. As an action, you can ex­
pend 1 charge to focus gravity around a creature
you can see within 60 feet of you. The target must
succeed on a DC 18 Strength saving throw or be
pushed up to 20 feet in a direction of your choice.
Reverse Gravity. As an action, you can expend
3 charges to cast reverse gravity from the stone
(save DC 18).
Crystal Blade
Weapon (Any Sword), Rare (Requires Attunement)

This magic sword’s blade is fashioned from a horn
or spine from a crystal dragon. When you hit with
an attack roll using this sword, the target takes an
extra ld8 radiant damage.
The sword has 3 charges and regains ld3 ex­
pended charges daily at dawn. When you hit a crea­
ture with an attack roll using the sword, you can ex­
pend 1 charge to regain a number of hit points equal
to the extra radiant damage the sword dealt.
While you’re holding the sword, you can use a
bonus action to cause it to shed bright light in a 30foot radius and dim light for an additional 30 feet,
to cause it to shed dim light in a 10-foot radius, or to
douse the light.

Dragonhide Belt
Wondrous Item, Uncommon (+1), Rare (+2), or Very
Rare (+3) (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide.
While wearing it, you gain a bonus to the saving
throw DCs of your ki features. The bonus is deter­
mined by the belt’s rarity.
In addition, you can use an action to regain ki
points equal to a roll of your Martial Arts die. You
can’t use this action again until the next dawn.

Dragonlance
Weapon (Lance or Pike), Legendary (Requires At­
tunement)

A dragonlance is a renowned weapon forged from
rare metal with the aid of powerful artifacts asso­
ciated with Bahamut. Different lances are forged
for use by foot soldiers (as pikes) and by riders (as
lances), but the magical properties of the weapons
are the same.
You gain a +3 bonus to attack and damage rolls
made with this magic weapon.
When you hit a Dragon with this weapon, the
Dragon takes an extra 3d6 force damage, and any
Dragon of your choice that you can see within 30
feet of you can immediately use its reaction to make
a melee attack.
Dragon Wing Bow
Weapon (Any Bow), Rare (Requires Attunement)

The limb tips of this magic bow are shaped like a
dragon's wings, and the weapon is infused with the
essence of a chromatic, gem, or metallic dragon’s
breath. When you hit with an attack roll using this
magic bow, the target takes an extra ld6 damage
of the same type as the breath infused in the bow­
acid, cold, fire, force, lightning, necrotic, poison, psy­
chic, radiant, or thunder.
If you load no ammunition in the weapon, it pro­
duces its own, automatically creating one piece of
magic ammunition when you pull back the string.
The ammunition created by the bow vanishes the
instant after it hits or misses a target.

Emerald Pen
Wondrous Item, Uncommon

This pen is tipped with an emerald nib and requires
no ink to write. While holding this pen, you can
cast illusory script at will, requiring no material
components.
Flail of Tiamat
Weapon (Flail), Legendary (Requires Attunement)

This magic flail is made in the image of Tiamat,
with five jagged heads shaped like the heads of five
different chromatic dragons. You gain a +3 bonus to

attack and damage rolls made with this flail. When
you hit with an attack roll using it, the target takes
an extra 5d4 damage of your choice of one of the
following damage types: acid, cold, fire, lightning,
or poison.
While holding the flail, you can use an action
and speak a command word to cause the heads
to breathe multicolored flames in a 90-foot cone.
Each creature in that area must make a DC 18 Dex­
terity saving throw. On a failed save, it takes 14d6
damage of one of the following damage types (your
choice): acid, cold, fire, lightning, or poison. On a
successful save, it takes half as much damage. Once
this action is used, it can't be used again until the
next dawn.

Gold Canary Figurine
Wondrous Power

of

Wondrous Item, Legendary

This gold statuette is carved in the likeness of a ca­
nary and is small enough to fit in a pocket. If you use
an action to speak the command word and throw
the figurine to a point on the ground within 60 feet
of you, the figurine becomes a living creature in
one of two forms (you choose). If there isn’t enough
space for the creature where it would appear, the
figurine doesn’t become a creature. The two forms
are as follows:
Giant Canary Form. The figurine becomes a giant
canary (see the accompanying stat block) for up
to 8 hours and can be ridden as a mount. Once
the figurine has become a giant canary, it can't be
used this way again until the next dawn.
Gold Dragon Form. While you are missing half or
more of your hit points, you can speak a different
command word and the figurine becomes an
adult gold dragon (see its stat block in the Mon­
ster Manual) for up to 1 hour. The dragon can’t
use any legendary actions or lair actions. Once the

Giant Canary
Large Beast, Unaligned
Armor Class 12
Hit Points 26 (4dl0 + 4)
Speed 30 ft., fly 60 ft.

STR
10 (+0)

DEX
14 (+2)

CON
12 (+1)

Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)

INT
2 (-4)

WIS
10 (+0)

CHA

6 H)

Proficiency Bonus +2

Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (IdlO + 2) piercing damage.

CHAPTER 2 I DRAGON MAGIC

23

figurine has become an adult gold dragon, it can’t
be used this way again until 1 year has passed.
In either form, the creature is friendly to you and
your companions. It understands your languages
and obeys your spoken commands. If you issue no
commands, the creature defends itself but takes no
other actions.
The creature exists for a duration specific to each
form. At the end of the duration, the creature reverts
to its figurine form. It reverts to a figurine early if it
drops to 0 hit points or if you use an action to speak
the command word again while touching it. When
the creature becomes a figurine again, its property
can’t be used again until a certain amount of time
has passed, as specified in the description.
Platinum Scarf
Wondrous Item, Legendary (Requires Attunement)

This scarf is made of sturdy cloth and covered in
platinum-colored scales.
As an action, you can pull a scale from the scarf
and speak a command word. When you do so,
choose one of the following effects:
Breath of Life. The scale disappears, and you or a
creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss
it (no action required), the scale becomes a +7
shield, which you or another creature can use. A
creature wielding the shield has immunity to radi­
ant damage.
Radiant Hammer. For 1 hour or until you dismiss
it (no action required), the scale becomes a magic
light hammer, which you or another creature
can use. The weapon deals 2d4 radiant damage,
instead of the bludgeoning damage normal for a
light hammer. It deals an extra 2d4 radiant dam­
age to chromatic dragons.

Once three scales have been pulled from the scarf,
no more scales can be removed until the next dawn,
when all the missing scales grow back. If you pull
off a scale but don't speak a command word, it dis­
appears after 1 minute.
Potion of Dragon’s Majesty
Potion, Legendary

This potion looks like liquid gold, with a single
scale from a chromatic, gem, or metallic dragon
suspended in it. When you drink this potion, you
transform into an adult dragon of the same kind as
the dragon the scale came from. The transformation
lasts for 1 hour. Any equipment you are wearing or
carrying melds into your new form or falls to the
ground (your choice). For the duration, you use the
game statistics of the adult dragon instead of your

24

CHAPTER 2 | DRAGON MAGIC

own, but you retain your languages, personality, and
memories. You can’t use a dragon’s Change Shape
or its legendary or lair actions.

Ruby Weave Gem
Wondrous Item, Legendary (Requires Attunement
by a Spellcaster)
While you are holding this gem, you can use it as a
spellcasting focus for your spells.
The gem has 3 charges and regains all expended
charges daily at dawn. When you cast a spell while
holding this gem, you can expend up to 3 charges to
ignore the spell’s material components with a gold
piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from
any class list. The spell you choose must be of a
level you can cast. You know the chosen spell and
can cast it with your spell slots of the appropriate
level until the end of your next long rest.

Sapphire Buckler
Armor (Shield), Very Rare (Requires Attunement)
This crystalline blue shield is fashioned from a sap­
phire dragon’s scale and is created to aid in rooting
out the influence of Aberrations. While wielding the
shield, you have resistance to psychic and thunder
damage. Also, when you take damage from a crea­
ture that is within 5 feet of you, you can use your re­
action to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you
locate Aberrations until the end of your next turn. If
any Aberrations are within 1 mile of you, the shield
emits a low humming tone for a moment, and you
know the direction of all Aberrations within that
range. Once this property is used, it can’t be used
again until the next dawn.

Topaz Annihilator
Weapon (Firearm), Legendary (Requires Attunement)
This magic ranged weapon resembles a musket, but
in lieu of any ammunition, it holds a glowing yellow
scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and
a long range of 300 feet, and it has the two-handed
property. It deals 2d6 necrotic damage on a hit. If
this damage reduces a creature or object to 0 hit
points, the target is reduced to dust. A creature re­
duced to dust can be restored to life only by a true
resurrection or wish spell.
While the weapon is on your person, you can use
an action to cast the disintegrate spell (save DC 18).
Once this property is used, it can’t be used again un­
til the next dawn.

Hoard Magic Items
I’ve- le-f adv&ntvr&ri pvt the-ir top in
My hoard to (teoe-p on<pe. or tw\<^&. I e-an
ne-v&r ogt a apod nighty iloe-p whilethe-y’re- there-, thovgh. It's lifce- an itch.

-Pizian
Certain magic items can absorb the ambient magic
of a dragon’s hoard. The mightier the dragon, the
more powerful the item becomes when it is steeped
in the dragon’s hoard. These items, called hoard
items, have four states, which are summarized on
the Hoard Item States table. A hoard item in its
Slumbering state has certain base properties, and it
gains additional properties when it enters the Stir­
ring. Wakened, or Ascendant state.

associated with the dragon's age—putting a Wak­
ened item in a slain adult dragon's hoard does not
make it Ascendant, for example.

Decreasing Power________ ______
Just as hoard items can grow in power by absorbing
the ambient magic of a dragon’s hoard, so too can
these treasures fall back into slumber. If no creature
is attuned to a hoard item and that item isn’t in a
dragon's hoard, the item decreases in power by one
state every 30 days until it is Slumbering.

Hoard Item Quirks
Hoard items often manifest strange qualities be­
yond their intended function, regardless of the state
they're in. Roll once on the Draconic Quirks table to
determine the quirk of a hoard item.

Draconic Quirks
d8 Quirk
When resting on the ground,
1

Hoard Item States

the item points in the

direction of the last hoard it steeped in.

Age

2

The item’s bearer can speak and understand Dra­

Stirring

Young

3

The item glows softly when within 60 feet of a

Wakened

Adult

4

The item’s bearer gains a swimming speed equal to

State

Slumbering

Ascendant

conic.

Ancient

Dragon or another hoard item.

their walking speed.

Increasing Power
A hoard item left to steep in a dragon's hoard ab­
sorbs power from the hoard. Older dragons' hoards
are charged with more magic and can empower
hoard items to higher states.
Ordinarily, a hoard item must steep in a dragon’s
hoard for 1 year to reach the maximum possible
state allowed by the age of the hoard’s dragon, as
shown on the Hoard Item States table. For exam­
ple, a hoard item that steeps in a young dragon's
hoard for 1 year enters its Stirring state, while one
that steeps in an ancient dragon’s hoard for 1 year
reaches the pinnacle of its power and enters its As­
cendant state. If there are one or more hoard items
steeping in a dragon's hoard, the dragon is aware
of them. The dragon also knows what these hoard
items are and what state (Slumbering. Stirring,
Wakened, or Ascendant) each of them is in.
When a dragon is slain, the magic surrounding
its hoard becomes volatile. This allows a hoard
item to steep more quickly in the hoard. A hoard
item steeped in a dragon's hoard for 8 hours rises
one state (from Slumbering to Stirring, Stirring to
Wakened, or Wakened to Ascendant), as long as the
steeping begins within 1 hour of the dragon's death
and occurs within the dragon’s lair. Steeping in this
way can’t raise the state of the item beyond the state

5

The item’s bearer has advantage on Intelligence

6

The item’s bearer has advantage on Charisma (In­

(History) checks.

timidation) checks made against non-Dragons.
7

The item grants its bearer resistance to the damage
type of the breath weapon of the last dragon whose
hoard the item steeped in.

8

The item’s bearer dreams of the dragon whose
hoard the item last steeped in.

Hoard Item Descriptions
Hoard items are presented here in alphabetical or­
der. A hoard item’s rarity changes depending on its
current state, as shown in each item description.

Dragon’s Wrath Weapon
Weapon (Any), Rarity Varies (Requires Attunement)
This weapon is decorated with dragon heads, claws,
wings, scales, or Draconic letters. When it steeps in
a dragon's hoard, it absorbs the energy of the drag­
on’s breath weapon and deals damage of that type
with its special properties.
Slumbering (Uncommon). Whenever you roll
a 20 on your attack roll with this weapon, each
creature of your choice within 5 feet of the target

CHAPTER 2 | DRAGON MAGIC

25

takes 5 damage of the type dealt by the dragon's
breath weapon.
Stirring (Rare). The Stirring weapon has the
Slumbering property. In addition, you gain a +1
bonus to attack and damage rolls made using
the weapon. On a hit. the weapon deals an ex­
tra ld6 damage of the type dealt by the dragon's
breath weapon.
Wakened (Very Rare). The Wakened weapon has
the Slumbering property, and it improves on the
Stirring property. The bonus to attack and damage
rolls increases to +2. and the extra damage dealt by
the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of
destructive energy from the weapon. Each creature
in that area must make a DC 16 Dexterity saving
throw, taking 8d6 damage of the type dealt by the
dragon's breath weapon on a failed save, or half as
much damage on a successful one. Once this action
is used, it can't be used again until the next dawn.
Ascendant (Legendary). The Ascendant weapon
has the Slumbering property, and it improves on the
Stirring and Wakened properties. The bonus to at­
tack and damage rolls increases to +3, and the extra
damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon cre­
ates increases to a 60-foot cone, the save DC in­
creases to 18, and the damage increases to 12d6.

Dragon-Touched Focus
Wondrous Item. Rarity Varies (Requires Attunement
by a Spellcaster)
This wondrous item can be a scepter, an orb. an
amulet, a crystal, or another finely crafted object. It
typically incorporates imagery of dragons' wings,
claws, teeth, or scales.
Slumbering (Uncommon). You have advantage
on initiative rolls. While you are holding the fo­
cus, it can function as a spellcasting focus for ail
your spells.
Stirring (Rare). The Stirring focus has the Slum­
bering property, and it gains an additional property
determined by the family of the dragon in whose
hoard it became Stirring:
Chromatic. Whenever you use a spell slot to cast
a spell that deals acid, cold, fire, lightning, or
poison damage, roll a d6. and you gain a bonus
equal to the number rolled to one of the spell's
damage rolls.
Gem. Whenever you use a spell slot to cast a spell,
you can immediately teleport to an unoccupied
space you can see within 15 feet of you.
Metallic. When a creature you can see within 30
feet of you makes a saving throw, you can use your
reaction to give that creature advantage on the
saving throw.

Wakened (Very Rare). The Wakened focus has
the Slumbering and Stirring properties, and while
you are holding a Wakened focus, you can use it to
cast certain spells. Once the item is used to cast a
given spell, it can’t be used to cast that spell again
until the next dawn. The spells are determined by
the family of the dragon in whose hoard it became
Wakened. An asterisk indicates a new spell that ap­
pears earlier in this chapter.
Chromatic. Hold monster. Rime's binding ice*
Gem. Rary's telepathic bond. Raulothim's
psychic lance*
Metallic. Fizban's platinum shield* legend lore

Ascendant (Legendary). The Ascendant focus
has the Slumbering, Stirring, and Wakened prop­
erties. In addition, when you cast a spell of 1st level
or higher while holding this focus, you can treat the
spell as if it were cast using a 9th-level spell slot.
Once this property is used, it can't be used again un­
til the next dawn.

i

!

Dragon Vessel
Wondrous Item, Rarity Varies (Requires Attunement)

This vessel can be a potion bottle, drinking horn, or
other container meant to hold a liquid.
Slumbering (Uncommon). As a bonus action, if
the vessel is empty, you can speak the command
word to fill the vessel with one of the following (your
choice): ale, olive oil. a potion of healing, or a potion
ofclimbing. Once this property is used, it can't be
used until the next dawn. A potion you create in this
way loses its magical properties if it isn't imbibed
within 24 hours.
Stirring (Rare). In addition to the options for a
Slumbering vessel, you can fill a Stirring vessel
with mead, a potion of fire breath, or a potion of
healing (greater).
Wakened (Very Rare). In addition to the options
for a Slumbering or Stirring vessel, you can fill a
Wakened vessel with wine, a potion of flying, or a
potion of healing (superior).
Ascendant (Legendary). In addition to the op­
tions for other states, you can fill an Ascendant
vessel with whiskey, a potion of healing (supreme),
or a potion of dragon's majesty (described earlier in
this chapter).

Scaled Ornament
Wondrous Item. Rarity Varies (Requires Attunement)
This ornament can be jewelry, a cloak, or another
wearable accessory. It appears to be fashioned from
a dragon's scale, tooth, or claw, or it incorporates
images in those shapes.
Slumbering (Uncommon). You have advantage
on saving throws you make to avoid being charmed
or frightened or to end those conditions on you.
Stirring (Rare). You gain a +1 bonus to AC, and
you can't be charmed or frightened. Moreover, each
creature of your choice within 30 feet of you has
advantage on saving throws it makes to avoid being
charmed or frightened or to end those conditions
on itself.
Wakened (Very Rare). The Wakened ornament
has the Stirring property. In addition, when you
would take damage of the type dealt by the breath
of the dragon in whose hoard the ornament became
Wakened, you can use your reaction to take no dam­
age instead, and you regain hit points equal to the
damage you would have taken. Once this property is
used, it can't be used again until the next dawn.
Ascendant (Legendary). The Ascendant orna­
ment has the Stirring and Wakened properties. In
addition, while you are wearing the ornament, you
gain a flying speed equal to your walking speed and
can hover. While you are flying using this speed,
spectral dragon wings appear on your back.

Draconic Gifts
You fcy\ow +he- prov'e-Kt>: don't loofz. a
dvaconio gift in the Mouth. So Me Say it’s
beeauSe of the breath w&apon. FW re-allij
I'Fc the- Smell.

-FizFan
As described in chapter 3, the death of a dragon
can result in its power taking root in a character,
whether that person is the dragon's chosen heir
or the dragon's killer. The result of this investiture
can vary widely in power and impact, from a minor
charm to a complete transformation.
Sometimes, a draconic gift has an obvious visual
manifestation, such as when a character is trans­
formed into a dragonborn. Other gifts are invisible,
but no less potent. But on some worlds, the inves­
titure of draconic power is accompanied by some
kind of physical manifestation, especially if it's
derived from slaying a dragon. It might be small
and easily hidden, but those who know to look can
usually identify a dragonslayer (or another character
who carries a draconic gift) by a telltale sign. The
Draconic Marks table suggests some possibilities of
what these marks might look like.
Draconic Marks

d4

Visual Manifestation

1

One or both of the character’s eyes change color

2

The character's hair (or a streak of it) changes

to resemble the dragon's eyes or scales.

color to match the color of the dragon's scales.

3

A mark like a stylized dragon eye or claw appears
on the body.

4

Patches of scales appear on the character’s body,
typically on the neck, shoulders, or forearms.

CHAPTER 2 I DRAGON MAGIC

27

Draconic Gift Descriptions
Soryie- of the- /e4C corvwon draconic,

gift* I’vebestowed inolude- chubby
chee-hs and an adorable- nature-; theability to blow immaculate- Cmohe- ringi;
and the- innate- se-nte- of whe-n your e-gc

k ^e-rfe-ctly Soft-boiled. I wouldn’t mind
that laCt one- myie-lf
-ffztan
The draconic gifts detailed in this section have
rarities like magic items. The rarity of a draconic
gift corresponds roughly to the age category of the
dragon that bestowed it, as shown in the Draconic
Gift Rarity table.
You can use a more common draconic gift for an
older dragon, but exercise caution going in the other
direction. Very rare and legendary draconic gifts
can unbalance the game if they're given to low-level
characters.

Draconic Gift Rarity

Draconic Senses
Draconic Gift. Rare

You gain keen senses like a dragon’s.
Blindsight. You have blindsight to a range of
10 feet. Within that range, you can effectively see
anything that isn’t behind total cover, even if you're
blinded or in darkness. Moreover, you can see invisi­
ble creatures within that range, unless the creatures
successfully hide from you.
Keen Senses. You have advantage on Wisdom
(Perception) checks.
Echo of Dragonsight
Draconic Gift. Very Rare

You have begun to extend your awareness be­
yond the single world of the Material Plane that is
your home.
You can cast contact other plane as a ritual. The
entity you contact is a dragon on another world in
the Material Plane, so its knowledge of your world
might be limited. Also, this dragon is an echo of the
dragon who is the source of the gift, which might
affect its attitude and behavior toward you.

Rarity

Age Category

Frightful Presence

Uncommon

Wyrmling

Draconic Gift. Very Rare

Echoes of a dragon's might linger around you. and
you can call on them to inspire fear in those who
stand against you.
As a bonus action, you can manifest your fright­
ful presence. Each creature of your choice that is
within 120 feet of you and aware of you must make
a Wisdom saving throw against a DC equal to 8 +
your proficiency bonus + your Charisma modifier. A
creature that fails becomes frightened of you for 1
minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect on
itself on a success.
Once you use this ability a number of times equal
to your proficiency bonus, you can't use it again until
you finish a long rest.

Rare

Young

Very rare

Adult

Legendary

Ancient

Draconic Familiar
Draconic Gift, Uncommon

You gain the aid of a draconic familiar, which might
be a splinter of the consciousness of a dragon that
invested you with power.
You can cast the find familiar spell as a ritual with­
out using any material components. When you cast
the spell in this way, your familiar always takes the
form of a pseudodragon.
Additionally, when you take the Attack action on
your turn, you can forgo one of your own attacks to
allow your pseudodragon familiar to make one at­
tack of its own with its reaction.
Draconic Rebirth
Draconic Gift, Uncommon

You become a dragonborn. You replace the racial
traits of your original race with the traits of a chro­
matic, gem, or metallic dragonborn (detailed in this
book). The kind of dragonborn you become matches

28

the family of the dragon that is the source of this
gift. You can keep any skill proficiencies you gained
from your previous race, or you gain proficiency in
two skills of your choice.

CHAPTER 2 | DRAGON MAGIC

Psionic Reach
Draconic Gift, Very Rare

The psionic energy of a gem dragon empowers your
mind. You gain resistance to psychic damage.
In addition, you learn the telekinesis spell. You
can cast this spell without expending a spell slot.
Once you cast this spell in this way, you can’t do so
again until you finish a long rest. You can also cast
this spell using spell slots you have of the appro­
priate level. The spellcasting ability is Intelligence,

Wisdom, or Charisma when you cast the spell with

this gift (choose when you gain the gift).

Scaled Toughness
Draconic Gift. Legendary

Your skin toughens, making you resistant to certain
types of physical harm. You gain resistance to pierc­
ing and slashing damage.

Tongue of the Dragon
Draconic Gift, Uncommon

You gain some of the majestic presence of a dragon.
Dragon's Speech. You can speak, read, and

write Draconic.

Dragon's Voice. As a bonus action, you can make
your voice audible up to 300 feet away for 1 minute.
Dragon’s Wiles. You have advantage on Charisma
(Persuasion) checks.

Feats as Draconic Gifts
If your campaign uses the optional feat rules from the
Player's Handbook, your Dungeon Master might give
you a feat as a variant draconic gift. You gain one feat
of your or the DM's choice, which is related in some
way to the draconic power you have acquired. Consider
these examples:

• Your heightened senses give you a dragon’s aware­
ness of your surroundings (Alert or Observant).
• Dragon’s blood has made you hardy and resilient
(Durable, Resilient, or Tough).
• Exposure to the primal energy of a dragon's body
has given you a magical affinity for one damage type
(Elemental Adept).
• You are infused with a dragon's charismatic gift for
inspiration (Inspiring Leader).
• You are imbued with a dragon’s intellect
(Keen Mind).
• The dragon’s gift lingers in the form of good
luck (Lucky).
• The dragon’s inherent magic has transferred to your
own blood (Magic Initiate).

At the DM’s discretion, you might also be able to gain
one of the draconic feats described in chapter 1 as a
draconic gift.

CHAPTER 2 | DRAGON MAGIC

29

.8

’’

M
Dragons in Play
HIS CHAPTER IS INTENDED FOR THE

Dungeon Master. The ideas and tables
herein can help inspire you as you prepare
to use dragons in your D&D game, whether
you’re building a single climactic encounter
or planning a whole campaign around these marvel­
ous creatures. The material here builds on what’s
in the Dungeon Masters Guide and the “Dragons”
section of the Monster Manual. It’s divided into five
main sections:

“Roleplaying Dragons” presents tips and tricks
for building a dragon character as complex and
distinctive as any other villain, ally, or mysterious
figure in your campaign. It includes tables to help
you craft dragon personalities, as well as discus­
sions of dragon aging, reproduction, and death;
dragons’ relationship to undeath and religion; and
draconic shape-shifting and organizations.
“Followers” explores the relationships between
dragons and the various creatures that might
serve their interests.
“Dragon Encounters” offers suggestions for build­
ing encounters that feature dragons, whether you
want such an encounter to be the climax of an ad­
venture or an obstacle in a larger narrative.
“Dragon Adventures” looks at the different roles a
dragon can play in an adventure’s story.
“Dragon Campaigns” talks about building worlds
and campaign story arcs that put dragons at the
forefront of history and at the center of the charac­
ters’ lives and adventuring ambitions.

Roleplaying Dragons

damentally magical biology, and the sheer enormity
of their power.

Dragon Characters
The Dungeon Master’s Guide includes a series of
tables and guidelines designed to help you craft
NPCs. This section presents alternatives to those
tables, helping you transform a dragon from a stat
block and a basic description into a full-fledged char­
acter in your campaign.
In chapter 5 of this book, you’ll find additional ta­
bles of personality traits and ideals that are custom­
ized to various kinds of dragons.
Dragon Appearance
d20
1

2

Large scar

3

One eye missing or milky

4

Crooked teeth

5

Notably overweight or underweight

6

Elongated, sinuous body

7

Shortened, stocky body

8

Coins or gems embedded in hide

9

Sculpted horns or claws

10

Rings piercing crest or wing edges

11

Draped in some semblance of clothing, from a
stole to a full robe

12

Unusual coloration (for example, a red dragon with

an orange, brown, or purple cast)
Crouched, predatory posture like a stalking cat’s

To porhraij a o-onv'inc-in^. human, one- mv$T

14

Erect, almost bipedal posture

Se-lfrd'ine^S, and v'l^ilan^c-.

15

Scales covered with painted handprints of minions,

e-mbody

admirers, or children

To portray a c-onv\ncdn^ dragon, one- mvd
16

re-la/.

Necklaces made of bones, horns, claws, or teeth
taken from enemies

-'Fiz-ban

I

Draconic letters or symbols engraved on promi­
nent scales

13

I

Appearance

Dragons are complex creatures with varied person­
alities, goals, priorities, and mannerisms. In that
respect, they’re much like mortal folk—but dragons
are also shaped by their specifically draconic char­
acteristics, including incredibly long life spans, fun­

17

Extra horns or spines

18

Elongated, fang-like teeth, or extra rows of teeth

19

Sharpened or serrated scales

20

Elemental energy matching the dragon’s breath

weapon, seeping out between the scales

CHAPTER 3 I DRAGONS IN PLAY

31

______

Dragons

of the same kino can vary widely

IN SHAPE, SIZE, COLOR. ANO ORNAMENTATION

Dragon Mannerisms
d20
1

Mannerism

d20
13

Rotates head from side to side when listening or

are actually laughter

speaking

14

2

Tail writhes constantly in a snakelike fashion

15

3

Slowly and constantly fans wings

4

Lowers head to speak eye-to-eye to smaller crea­

16

Uses Draconic words and phrases even when

17
18

Punctuates speech with bestial sounds—growls,

7

Fiddles with tip of tail

8

Absently chews on or picks at teeth with swords,

9

Has trouble discerning details of anything as small

Sharpens claws or horns on nearby stone surfaces
Manifests small signs of the breath weapon, such
as exhaling smoke rings, setting arc lightning danc­

roars, croaks, chirps, or whistles

spears, or lances

Dismisses modern cultures as historical curiosities

as Humanoids

speaking other languages

6

Enjoys mimicking Humanoid voices

sure to collapse imminently

tures—unless angry

5

Mannerism

Prone to uttering terrifying, guttural sounds, which

ing over teeth, or blowing acid bubbles

19

Sighs restlessly, giving an impression of tremen­
dous boredom

20

Deeply suspicious, treating all Humanoids encoun­
tered as probable agents of a rival dragon

Quickly forgets names and invents random nick­
names instead

10

Burdens conversation with extensive historical con­
text, whether or not it’s relevant

11

Constantly twitches tail—and occasionally pounces

Dragon Bonds
dio Bond
1

12

32

Speaks an archaic form of Common (equivalent to

I treasure one particular item in my hoard—a gift

from a person I loved, who is long since dead.

on it

2

I am close to my siblings, whose lairs are nearby.

Shakespearean English) and doesn't understand

I would go to great lengths to protect them—or

contemporary slang and idioms

avenge them.

CHAPTER 3 | DRAGONS IN PLAY

I

dlO

3

Bond
A nearby person intrigues me with fascinating

dlO

3

into a long, deep sleep.

questions and bizarre ideas.

4

I collect information about the worlds of the Mate­

4

someday.

6

7

5

6

slew my parent—and everyone connected to them.

7

Another dragon has sworn to find and destroy me.

I’m obsessed with attracting the attention of an­

8

Humanoids are not ready to learn the horrible cos­

9

The prospect of living for centuries more exhausts

I feel an obligation to protect the creatures that in­

mic truths in the books in my hoard.

habit my territory (except the ones I eat).

9
10

I am terrified of creatures from the Outer Planes—

especially modrons.

I’m determined to destroy the adventurers who

other dragon.

8

Other dragons would scorn me if they knew how

fondly I regard my minions. They're

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