Table of Contents
| Page | Chapter |
|---|---|
| 3 | Introduction |
| 4 | Chapter 1: Classes and Subclasses |
| 6 | Chapter 2: Races |
| 7 | Chapter 3: Items |
| 8 | Chapter 4: Spells |
Contributors:
Head Author: Roger Vijaya
Head Illustrator: Lucas Graciano
Assistant Authors: Marie-Claude Marshall, Reanna Parent
Assistant Illustrators: Ivan Bilibin, Katsushika Hokusai, Mariana Ruiz Villareal
Introduction
Dear Reader,
I am Rostam, the legendary hero of Unther. I have slain many evil dragons in my time as a paladin of Marduk, who you know as Bahamut. If you intend to slay dragons, heed my words: they are far more powerful than you. Seek guidance from the Metallics and fear the Chromatics; never the other way around. Here I have compiled my research regarding not only dragons, but those who serve, slay, and aspire to be them. Continue with caution, for dragon slaying is not an easy task.
Sincererly,
Rostam
Classes and Subclasses
Prestige Class: The Dragonsoul
Prerequisites:
- One Ability Score at 20
- Dragonborn/Winged Dragonborn or Kobold/Winged Kobold
- 4 levels in another class for each Dragonsoul level
Table: The Dragonsoul
| Level | Proficiency Bonus | Features | Stamina Points |
|---|---|---|---|
| 1st | +2 | Rite of the Dragonsoul | 1 |
| 2nd | +2 | Dragon Magic | 2 |
| 3rd | +2 | Great Wyrm | 4 |
| 4th | +2 | Legendary Resistance | 8 |
True Dragons
Only the most powerful of dragonkin can even approach the level of power that true dragons. Those who attempt to gain the power of a dragon generally do so through the forgotten rite known as the Rite of the Dragonsoul. Forever suspended between being a true dragon and a dragonkin, Dragonsouls wield power comparable to that of the true dragons. The Dragonsoul is a prestige class, and can only be used by the most powerful adventurers.
Class Features
As a Dragonsoul, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Dragonsoul level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragonsoul level after 1st
Proficiencies
None
Rite of the Dragonsoul
When you choose this class, you learn the Rite of the Dragonsoul, a means of transforming into a dragon. You may expend one stamina point to transform as a bonus action. While transformed, you gain the following benefits:
- Your size increases to large
- You may use your breath weapon at will
- You gain a flying speed of a number of feet equal 10 times your level in this class
This transformation lasts for one minute or until you end it as a bonus action.
Dragon Magic
When you reach 2nd level, you can turn stamina points into spell slots, and vice versa. See the following table for conversions:
| Slot Level: | Stamina Points: |
|---|---|
| 2nd | 1 |
| 3rd | 2 |
| 4th | 3 |
| 5th | 4 |
| 6th | 5 |
| 7th | 6 |
| 8th | 7 |
| 9th | 8 |
If you expend a pact magic slot, you gain twice as many stamina points as is shown in the table. You may have a maximum of 8 stamina points at once.
Great Wyrm
When you reach 3rd level, you may expend two stamina points to transform into a dragon of a CR no more than your level as if by the Polymorph spell.
This transformation lasts for one minute or until you end it as a bonus action.
Legendary Resistance
When you rech 4th level, if you fail a saving throw, you can expend a stamina point to choose to succeed instead.
Subclasses
Subclass: Circle of the Dragon
Dragon Companion
At 2nd level, you can summon the draconic spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your dragon companion, rather than assuming a beast form.
The dragon appears in an unoccupied space of your choice that you can see within 30 feet of you. The dragon is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Dragon Companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the dragon shares your initiative count, but it takes its turn immediately after yours. 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.
The dragon companion manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the dragon again, or until you die.
Dragon Companion
Small dragon, Any Alignment
- Armor Class 14 (natural armor)
- Hit Points 5 + five times your druid level
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
- Damage Immunities Fire
- Condition Immunities charmed, frightened, grappled, prone, restrained
- Senses darkvision 60 ft., passive Perception 12
Actions
Breath Weapon All targets within a 15 foot cone must succeed on a DEX save against your SSDC or take a number of d6's equal to half your PB, rounded down worth of fire damage.
Draconic Resilience
At 6th level, you gain resistance to fire damage.
Draconic Transformation
Starting at 10th level, you can turn into dragons as well as beasts when you use your Wildshape feature.
Dragon Rider
When you reach 14th level, your dragon grows to Large size. You may ride your dragon if you are Medium or smaller.
Subclass: Pact with the Dragon
Rite of the Dragonsoul
When you choose this subclass at 1st level, you learn the Rite of the Dragonsoul, a means of transforming into a dragon. You may expend a warlock spell slot to transform as a bonus action. While transformed, you gain the following benefits:
- Your size increases to large
- You may use your breath weapon at will, if you have one
- You gain a flying speed of 15 feet
This transformation lasts for one minute or until you end it as a bonus action.
Draconic Resilience
At 6th level, you gain resistance to fire damage.
Draconic Servant
At 10th level, your patron grants you a servant for your loyal service. You may choose whether this servant is an Ambush Drake, a Guard Drake, or a Pseudodragon. This servant follows your commands, and you can sacrifice one of your attacks to let your servant make an attack.
Draconic Rebirth
When you die, you may implore your patron to revive you. Your patron casts True Resurrection on you, and you come back to life after an hour. Once you use this feature, you cannot use it again until 10 days have passed.
Races
Variant Race: The Winged Kobold (Urd)
Some Kobolds are born with wings. These Kobolds are considered strange and are often exiled from their communities.
- Ability Score Increase. Your Dexterity score increases by 2.
- Age. Winged Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
- Alignment. Kobolds are fundamentally selfish, making them evil, and since Winged Kobolds are often outcasts, they tend towards chaos.
- Size. Winged Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
- Speed. Your base walking speed is 30 feet. You also have a flying speed of 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Languages. You can speak, read, and write Common and Draconic.
Variant Race: The Winged Dragonborn
Winged Dragonborns, unlike Winged Kobolds, are considered blessed by their communities, and often serve as defenders.
- Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
- Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
- Alignment. Winged Dragonborn tend towards Lawful and Good alignments.
- Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
- Speed. Your base walking speed is 30 feet. You also have a flying speed of 30 feet.
Items
Ring of the Dragonlord
Ring, legendary
This gold ring depicts a dragon wearing shackles. As an action, you can use this ring to cast Dominate Monster targeting a dragon. The dragon has disadvantage on its saving throw against this spell and cannot use its Legendary Resistance ability against this effect. Once you do so, you can't do so again until you finish a long rest.
Rod of Seven Parts
Rod, artifact
This rod was forged by the ancient Wind Dukes of Aaqa for the draconic god Bahamut. It bestows great power to whoever wields it, but it will only serve a worthy master.
The Rod of Seven Parts is a sentient, Lawful Good rod with a Charisma score of 20, an Intelligence score of 16, and a Wisdom score of 25. If you fail to perform at least one Lawful or Good deed per day, the rod ends your attunement.
Random Properties
The Rod of Seven Parts has the following random properties:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells
The Rod of Seven parts has 10 charges for the following spells (save DC 20) and regains 1d6+4 expended charges daily at dawn:
Thunderwave (1st level): At will
Gust of Wind: At will
Lightning Bolt (5th level): 3 charges
Control Weather: 5 charges
True Resurrection: 10 charges
Stormy Smite
You can expend one charge to make a melee spell attack with the rod, with a +5 bonus to your attack roll. On a hit, the rod deals 4d6 thunder damage.
Rostam's Guide to Dragons
Was made possible by:
DMs Guild, GMBinder, Ivan Bilibin, Katsushika Hokusai, Mariana Ruiz Villarreal, Muhammad Mirak ibn Mir Muhammad al-Husayni al-Ustadi, Nasr al-Soltani, and Wizards of the Coast. Also a big thanks to the playtesters on DNDBeyond, the people of r/UA for their suggestions, as well as to Wizards of the Coast for their inspiration via recent Unearthed Arcana articles, and to Abul-Qâsem Ferdowsi Tusi for his stories about this book's namesake character, Rostam.