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* 10,533,223 livros livros * 84,837,646 artigos artigos * ZLibrary Home * Home Navegação * Entrar * Login * Registro * Doar * * × * * Adicionar livro * Pedidos de livro * Coleções de livros * Categorias * Mais populares * Adicionados recentemente * * Top de Z-Librarians * Blog Principal Fizban's Treasury of Dragons (Dungeon & Dragons Book) FIZBAN'S TREASURY OF DRAGONS (DUNGEON & DRAGONS BOOK) Wizards RPG Team 5.0 / 5.0 0 comments Quanto Você gostou deste livro? Qual é a qualidade do ficheiro descarregado? Descarregue o livro para avaliar a sua qualidade De que qualidade são os ficheiros descarregados? 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 Arquivo: PDF, 129.33 MB Os seus tags: Descargar (pdf, 129.33 MB) Toggle Dropdown * Abrir no navegador * * Checking other formats... Antevisão Send-to-Kindle Send to O arquivo será enviado para o email durante 1-5 minutos. O arquivo será enviado para o Kindle durante 1-5 minutos. Nota: Você precisa verificar cada livro que envia para o Kindle. Verifique sua caixa de e-mail para um e-mail de confirmação do Amazon Kindle Support. Conversion to is in progress Conversion to is failed VOCÊ PODE ESTAR INTERESSADO EM POWERED BY REC2ME Dungeons & Dragons 5e: Player's Handbook Wizards RPG Team; Wyatt James, Sch... Dungeons & Dragons: Dungeon Master's Guide Wizards RPG Team Dungeons & Dragons: Monster Manual Wizards RPG Team Dungeons & Dragons: Princes of the Apocalypse Wizards RPG Team Dungeons & Dragons: The Rise of Tiamat Wizards RPG Team Dungeons & Dragons: Hoard of the Dragon Queen Wizards RPG Team Dungeons & Dragons: Sword Coast Adventurer's Guide Wizards RPG Team Dungeons & Dragons: Out of the Abyss Wizards RPG Team Dungeons & Dragons: Curse of Strahd Wizards RPG Team Dungeons & Dragons: Mordenkainen’s Tome of Foes Wizards RPG Team Dungeons & Dragons: Volo’s Guide to Monsters Wizards RPG Team Xanathar's Guide to Everything (Dungeons & Dragons) Wizards Rpg Team Dungeons & Dragons Acquisitions Incorporated Hc (D&D Campaig... Wizards Rpg Team Dungeons & Dragons Guildmasters' Guide to Ravnica (D&D/Magic... Wizards RPG Team Eberron: Rising from the Last War (D&d Campaign Setting and ... Wizards RPG Team D&D: Ghosts of Saltmarsh Wizard's RPG Team Explorer's Guide to Wildemount Matthew Mercer Dungeons & Dragons Mythic Odysseys of Theros (D&d Campaign S... Wizards Rpg Team Tasha's Cauldron of Everything Wizard's RPG Team Tales from the Yawning Portal Wizards RPG Team Dungeons & Dragons Waterdeep: Dungeon of the Mad Mage (Adven... Wizards RPG Team Van Richten's Guide To Ravenloft Wizards RPG Team Dungeons & Dragons Icewind Dale: Rime of the Frostmaiden Adv... Wizards RPG Team Candlekeep Mysteries (D&D Adventure Book - Dungeons & Dragon... Wizards RPG Team The Wild Beyond the Witchlight: A Feywild Adventure (Dungeon... Wizards RPG Team Strixhaven - A Curriculum of Chaos Wizards of the Coast Strixhaven: Curriculum of Chaos Alternate Cover (D&D/MTG Adv... Wizards RPG Team Mordenkainen Presents: Monsters of the Multiverse (Dungeons ... Wizards RPG Team FRASES CHAVE dragon2837 dragons912 lair605 creature509 creatures305 hoard305 adult274 draconic237 weapon218 legendary194 spell191 lairs163 bonus156 armor152 dragon wyrmling139 crystal137 dragon turtle133 gem133 perception130 weapon attack127 wis123 melee weapon121 ing121 melee weapon attack121 spellcasting118 cha116 sapphire116 topaz115 emerald113 dex113 claw109 adventure107 connected creatures107 amethyst103 magical102 item101 must succeed101 worlds100 metallic99 bronze98 proficiency bonus93 languages89 spells89 psychic88 connections88 attacks87 brass87 copper86 treasure83 int82 sapphire dragon80 str80 faerie79 chromatic77 topaz dragon77 hoards76 saving throws76 moonstone dragon75 emerald dragon74 typically74 LISTAS DE LIVROS RELACIONADAS Postar Para deixar comentários, e inscreve em ou e inscreve no Você pode deixar uma resenha sobre o livro e compartilhar sua experiência, outros leitores ficarão interessados em saber sua opinião sobre os livros que você leu. Independentemente de você gostar ou não, a contar honestamente e detalhado, ajuda as pessoas encontrar livros novos para si mesmas que as interessem. 1 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 Ano: 2008 Idioma: chinese Arquivo: PDF, 14.03 MB Os seus tags: 0 / 0 2 THE CRAFT OF SCIENCE WRITING: SELECTIONS FROM THE OPEN NOTEBOOK Open Notebook, Incorporated Siri Carpenter Ano: 2020 Idioma: english Arquivo: EPUB, 1017 KB Os seus tags: 0 / 0 ■ . 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 Scholar; fnavfc 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 of a pla+invm ioavf be- pre-pared for Side- effect,: he-ad Srzi\Ze-/s, of 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 Since 2009. 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