Table of Contents
Chapter 1: Races |
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Chapter 2: Subclasses |
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Chapter 3: Additional Content |
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Appendix: Spells |
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Credits |
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Introduction
This book contains several dragon themed works that I have created over the years for Dungeons & Dragons 5th edition, and also features art that I have commissioned from several artists. Dragons have always been a centerpiece for Dungeons & Dragons, and I felt that the transition of 3.5 Edition to 5th Edition left several great dragon themed works behind. I created this homebrew for those that want to have more dragon related content in their campaigns, and included several revisions of existing races and subclasses. Even after the updates from Fizban's Treasury of Dragons, which gave some love to the dragonborn, it still felt like they were lacking something thematic. As such, the revisions in this work are meant to give more options to DM's and players.
I kept the old system with ability score increases based on races and subraces, for those that wish to keep using those rules, but those who favor the newer system can use the rules on page 7 of Tasha's Cauldron of Everything.
I have also created a half dragon player race, who are less bestial than the Monster Manual version, because I based them on their more human appearance in the official Dungeons & Dragons book Races of the Dragon from 2006.
Additionally, I've added a revised Draconic Bloodline sub-class for the sorcerer class. It is largely the same as the original, but allows for more playstyle options. This version grants additional benefits when you're within melee range
NOTE: The spells that are cast through racial traits in this work don't require any material components. This includes player race traits, and the spells the Dragon Student gains through their unique trait, including rituals. Spells cast through racial traits and features are cast at their lowest level unless specified otherwise. Natural weapons, like claws, count as melee weapons.
of your foes, which is traditionally dangerous for a sorcerer. I have given some subclasses mechanics that let you gain different benefits if you already have resistance, so that half dragons and dragonborn can choose thematic dragon types without being punished for having the same resistance.
This book covers lore from the forgotten realms, and includes Asgorath as well as less known lore about the kobold god Kurtulmak. It references Fizban's Treasury of Dragons, but takes a different turn by also including the old forgotten realms draconic lore, with Tamara as a dragon goddess, and song and steel dragons as existing dragons instead of just myths. I also took the opportunity to bring back the spellscale, a forgotten race from the Races of the Dragon book, and added a revised genasi to bring them up to par with the newer races. In addition, this work contains several subclasses, including a revised Purple Dragon Knight subclass, also known as the Banneret subclass. This book also has a dragon themed spell list, items, and unique items that can be gifted by dragons themselves to players. I did stretch the lore a little bit by adding the lamia and naga player races (which are named after the lamia and naga in the Monster Manual, but are quite different), to give players the option to play a serpent like race, and gave them distant yuan-ti and lamia noble ancestry to explain this for the lore. I also added less known dragons from the lore as well: the celestial dragon, the fang/gray dragon, the song dragon, and the steel dragon, along with their lore and statistics.
The content in this book has been playtested, and based on all the feedback I believe it should be fairly balanced in practice. Of course, whether you can use the content in this book yourself is still up to your DM's discretion. I hope that you and your group will enjoy this finalized work, as well as the artworks that I have commissioned for it, and that you may have many fun and interesting adventures with it.
Chapter 1
Races
Dragonborn, Revised
“The fighter boy was down, the monk girl was overwhelmed, the cleric girl had wet herself, and the wizard girl got stabbed. Fortunately for these beginners, most of the goblins were now in a narrow pathway, and he was a dragonborn. As he inhaled deeply, he wondered what roasted goblin would smell like.”
— Rhogar, dragonborn veteran and savior of "newbies"
Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn were created with the essence of true dragons as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn (reluctantly) serve true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.
The blood of a particular type of dragon runs very strong through each dragonborn, granting it a color pattern that corresponds to that dragon type. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as resistance to the elemental type associated with their dragon ancestor.
In addition, each dragonborn possesses a fragment of what makes up a true dragon. Those whose fragment grants them a tail are often shunned, due to it being considered a bad omen for a dragonborn to have a tail.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. Childhood names are often given by clutchmates as a descriptive term.
- Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
- Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
- Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
- Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2. One ability score, based on your draconic ancestry, increases by 1 (see the Draconic Ancestry table on page 6).
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. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
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.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon (shape, range and damage type), damage resistance, and ability score increase are determined by the dragon type.
Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of destructive energy. Your draconic ancestry determines the size, shape, saving throw type, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage
Draconic Ancestry
| Dragon | Damage Type | Breath Weapon | Ability score |
|---|---|---|---|
| Amethyst | Force | 15 ft. cone (Str. save) | Wisdom |
| Black | Acid | 5 by 30 ft. line (Dex. save) | Constitution |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) | Constitution |
| Brass | Fire | 5 by 30 ft. line (Dex. save) | Charisma |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | Charisma |
| Celestial | Radiant | 15 ft. cone (Con. save) | Wisdom |
| Copper | Acid | 5 by 30 ft. line (Dex. save) | Charisma |
| Crystal | Radiant | 15 ft. cone (Con. save) | Charisma |
| Deep | Psychic | 15 ft. cone (Wis. save) | Intelligence |
| Emerald | Psychic | 15 ft. cone (Int. save) | Intelligence |
| Fang/Gray | Acid | 5 by 30 ft. line (Dex. save) | Constitution |
| Gold | Fire | 15 ft. cone (Dex. save) | Wisdom |
| Green | Poison | 15 ft. cone (Con. save) | Intelligence |
| Moonstone | Radiant | 5 by 30 ft. line (Dex. save) | Wisdom |
| Red | Fire | 15 ft. cone (Dex. save) | Constitution |
| Sapphire | Thunder | 15 ft. cone (Con. save) | Intelligence |
| Silver | Cold | 15 ft. cone (Con. save) | Intelligence |
| Song | Lightning | 15 ft. cone (Con. save) | Charisma |
| Steel | Acid | 5 by 30 ft. line (Dex. save) | Intelligence |
| Topaz | Necrotic | 15 ft. cone (Con. save) | Charisma |
| White | Cold | 15 ft. cone (Con. save) | Constitution |
increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. If you are a green dragonborn, then you also have advantage on saving throws against being poisoned.
Natural Weapons. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. You can also use your bite, which follows the same rules as your claws, but deals 1d6 + your Strength modifier piercing damage instead.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Subraces. Choose one of the following subraces. Your choice will determine additional benefits.
Subraces
In addition to being aligned to a particular type of dragon, dragonborn also possess fragments of what makes up a true dragon. These blessings cause them to be divided into four subraces, with Dreadcaller being the most common. Murkdwellers are the only ones with a tail, and are often shunned because of it. Even while half dragons, known for their long tails, are accepted within dragonborn society.
Dreadcaller
- Draconic Fear. You can roar as an action, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) if it can see and hear you. On a failed save, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this trait after finishing a long rest.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Murkdweller
- 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 but only in shades of gray.
- Tail Lash. Your tail can be used to push or trip up opponents. You can use your bonus action to shove a creature within 5 feet of you. You can use this trait a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Steelscale
- Hardened Scales. You gain a +1 bonus to your AC while not wearing heavy armor. Instead of this bonus, you can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply on top of either option.
- Savage Jaws. When you use your breath weapon or make a melee attack on your turn, you can make one attack with your bite as a bonus action that turn. If the attack hits, it deals its normal damage, and you can’t use this trait again until you finish a short rest, long rest, or you reduce a creature to 0 hit points. In addition, the damage die of your Natural Weapons trait increases from 1d6 to 1d8.
Wayfarer
- Wings. You have draconic wings sprouting from your shoulder blades. When falling you can use your reaction to slow your descent, as if under the effects of a feather fall spell. However you can move one foot horizontally for each foot that you fall. At 6th level you can grant yourself a flying speed of 30 feet as a bonus action for up to 10 minutes, all at once or in shorter flights, each one using a minimum of 1 minute from the duration. You regain the full duration after finishing a long rest. At 14th level you can instead fly indefinitely at a speed of 30 feet. If you also have a flying speed from another source, that flying speed will increase by 20 feet instead. Your clothes and armor have to be modified to accommodate your wings, and you can't use your wings while wearing heavy armor.
- Hardened Resistance. You have an echo of the toughness of a true dragon. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this trait again until you finish a long rest.
Variant Ability Score Increase: As a variant rule, you can increase either your Strength score or the ability score determined by your draconic ancestry by 2. Whichever score you didn't increase instead increases by 1.
Racial Feat
Draconic Heritage
Prerequisite: Dragonborn
You are blessed by Bahamut, Tiamat, or another dragon god, granting you another fragment of what makes a true dragon. You can take this feat up to three times.
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- The damage of your Breath Weapon racial trait increases by 1d6.
- When you take this feat you gain a trait of one of the other dragonborn subraces of your choice, but you must choose a dragonborn subrace whose trait you don’t have yet. You gain the following trait based on your choice:
| Subrace | Trait |
|---|---|
| Dreadcaller | You gain the Draconic Fear trait. |
| Murkdweller | You gain the Tail Lash trait. |
| Steelscale | You gain the Hardened Scales trait. |
| Wayfarer | You gain the Wings trait. |
Draconians
If your setting has draconians, and with your DM's permission, you can use the rules for dragonborn to play as a draconian, by selecting a dragonborn subrace and draconic ancestry that fits your chosen draconian subrace the most (Fizban's Treasury of Dragons page 177). You gain your chosen draconian's Death Throes trait, which uses your Breath Weapon's DC and doesn't affect allies, and afterwards it recharges when you finish a long rest. Instead of your Breath Weapon, you gain the benefit of one of the spellscale's Blood Quickening Meditations of your choice (page 31). You can discuss further trait optimization with your DM.
Similarly, you can use the traits of the tabaxi (Volo's Guide to Monsters page 113) for your race if you wish to play as a more human looking beast race, such as Ghislaine Dedoldia (as a kensei, page 65) and Setsuna of the Ice Wolf tribe (as a totem guardian, page 41).
Genasi, Revised
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. Other times these beings are created through the unions of mortals and planar beings, usually genies (dao, djinn, efreet, marid, or jann). Most genasi are ignored by their genie parents, who see them as a mistake, and usually live among the race of their mortal parent.
Genasi Names
Genasi usually take or receive a name belonging to the culture of their mortal parent, so a genasi born of a genie and an elf would likely receive an elvish name. Some pick a name later in life to reflect their elemental heritage however, names like "Cinder", "Gust", "Flow", and "Pebble".
Genasi Traits
You have a variety of traits you share with other genasi.
Ability Score Increase. Two ability scores of your choice increase by 1. Alternatively; one ability score score of your choice, other than the ability score that is increased by your genasi subrace, increases by 2.
Age. Genasi mature at about the same rate as their mortal parents, but live somewhat longer. Those born from humans tend to live up to 120 years.
Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
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 but only in shades of gray (or red if you're a fire genasi).
Subraces. Choose one of the following subraces. Your choice will determine additional benefits.
Subraces
The most common genasi are air genasi, earth genasi, fire genasi, and water genasi.
Air Genasi
- Ability Score Increase. Your Dexterity score increases by 1.
- Step on Air. Your walking speed, long jump distance, and high jump distance increase by 5 feet. At 6th level, when you use the Dash action, you gain a flying speed equal to your walking speed until the end of the turn. If you also have a flying speed from another source during that time, then your flying speed will increase by 20 feet until the end of the turn. At the end of the turn, you fall if you are in the air and nothing is keeping you aloft.
- Storm Affinity. You have resistance to lightning and thunder damage. If you also have resistance to lightning damage from another source, then all lightning damage you deal ignores lightning resistance. If you also have resistance to thunder damage from another source, then all thunder damage you deal ignores thunder resistance.
- Unending Breath. You can hold your breath indefinitely.
- Mingle with the Wind. You know the gust or shocking grasp cantrip (your choice). You can cast the feather fall spell once with this trait, and at 3rd level you can cast the levitate spell once with this trait. You regain the ability to cast these two spells this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Earth Genasi
- Ability Score Increase. Your Constitution score increases by 1.
- Earth Walk. You can move across difficult terrain made of earth or stone, or climb on surfaces made of earth or stone, without expending extra movement.
- Stoneborn. You gain a +1 bonus to your AC. Instead of this bonus, you can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply on top of either option.
- Sure-Footed. You have advantage on ability checks and saving throws against being pushed or knocked prone.
- Merge with Stone. You know the mold earth cantrip. You can cast the pass without trace spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots you have of 2nd level or higher. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Fire Genasi
- Ability Score Increase. Your Intelligence score increases by 1.
- Burning Retaliation. When you are damaged by a creature within 15 feet of you, you can use your reaction to deal 1d10 fire damage to that creature. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Luminous. Your fiery body provides bright light in a 20-foot radius, and dim light for an additional 20 feet. You can suppress or reactivate this effect as a bonus action.
- Fire Affinity. You have resistance to fire damage. If you also have resistance to fire damage from another source, then all fire damage you deal ignores fire resistance.
- Reach to the Blaze. You know the produce flame cantrip. You can cast the burning hands spell once with this trait, and you regain the ability to do so when you finish a long rest. At 3rd level, when you cast it with this trait, you cast it at a spell level that is equal to your proficiency bonus. You can also cast this spell using spell slots you have of 1st level or higher. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Water Genasi
- Ability Score Increase. Your Wisdom score increases by 1.
- Amphibious. You have a swim speed of 30 feet, and you can breathe air and water.
- Acid Affinity. You have resistance to acid damage. If you also have resistance to acid damage from another source, then all acid damage you deal ignores acid resistance.
- Slippery Body. You have advantage on ability checks and saving throws against being grappled or restrained. You can use your bonus action to attempt to escape a grapple.
- Call to the Wave. You know the shape water or acid splash cantrip (your choice). You can cast the create or destroy water spell once with this trait, and you regain the ability to do so when you finish a long rest. At 3rd level, you can cast the misty step spell once with this trait, and regain the ability to do so when you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Half Dragon
“half dragons? Yeah, total freaks, those guys. Imagine
dragonborn but then more human. I guess some people will sleep around with just about anyone these days, even dragons. Still, I had a few in my party, and I can't argue with their results. Once had a silver one freeze an orc solid before he could cleave my head. The look on his frozen face was hilarious!”
— Thorzag, green-dyed beardless dwarf
Many dragons are not only fearsome beasts but renowned masters of magic as well. As such, it is not uncommon for one to change shape and walk among the masses, or even take a mortal lover. The children of such unions are known as half dragons. Not quite as monstrous-looking as the dragonborn, but still very much recognizable due to their draconic traits. The difference between both races is that the dragonborn were artificially created, whereas the half dragons are born from a union between a dragon and a mortal, or are descendants from such unions. Regardless of their origin, both races are generally on good terms. Half dragons’ color patterns are similar to their draconic parent, and in the case of two half dragons having children, the child is often born in the color scheme of either parent, though occasionally they instead look like one of the other draconic ancestors of the parents, as half dragons are strongly drawn to one another and are known to quickly make families and form communities. They have a reputation for being prideful and reckless, as they rarely shy away from a challenge, and for being loyal companions.
Proud Dragon Heritage
Half dragons look very similar to their mortal parent, except
for the horns and partial scales that cover their bodies, as
well as their draconic legs and long tails. However, half
dragons are more known for their dangerous elemental
breaths, as well as the gift of transformation. While only a
few half dragons eventually ascend to true dragonhood,
some have been gifted with a "lesser" form that allows
them a burst of power as well as the gift of flight for a
short period of time. Half dragons are tall and
strongly built, with males often standing close to six
and a half feet tall and being taller and heavier than
females. Most of their legs are covered in scales,
which transition to skin at the lower side of their
upper legs for females, and at the higher side of
their upper legs for males, or for some males even
at their lower torso. Their bodies below that line are more draconic than humanoid, as is their draconic tail and some other occasional parts of their upper body as well, with males having more scales and hair than females. Female half dragons on the other hand tend to have very little or no body hair, and while they are generally more fierce and assertive than other humanoid females, they also tend to be more feminine and submissive to their male partners. Scholars suspect this is due to their dragon heritage, where the roles of courtship are reversed. Similar to half dragons, there are more female dragons than male dragons, and females often compete or even fight for the right to court a male, to whom she must prove herself to be a desirable mate. However, half dragons are a race with strong individuals, so while most are naturally tended this way, not all are. Both sexes also gain an advantage based on which draconic heritage is more dominant for them.
Challenging Upbringing
Half dragons share much of their draconic parent's strength, but they are also vulnerable in the early stages of their long lives. The lucky ones are raised by two half dragon parents, who raise them in protected communities. Others are abandoned by the draconic parent or both parents and forced to survive alone or hope they get adopted by other half dragons or by dragonborn. Though those with a metallic dragon parent are, more often than not, properly raised and cared for. Half dragons who are adopted by dragonborn are brought in as part of the clan and are raised to be loyal to that clan. A continual drive for self-improvement reflects the self-sufficiency of the dragonborn race as a whole, which is then reflected upon the half dragon, who also value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. These dragonborn-raised half dragons hold mastery of a particular skill as a lifetime goal, alongside the desire to ascend to dragonhood. Members of other races who share the same commitment find it easy to earn their respect.
Eventually, all half dragons have a universal drive to become stronger. By gaining strength in a multitude of ways, they find that they become more in touch with their draconic heritage, which comes forward in the forms of mastering their elemental breath, or even transforming into a dragon outright. This form is often not as strong as that of true dragons, except for those who are truly devoted and powerful. Such half dragons have "ascended to dragon-hood", and become true dragons with all their terrifying might. This true dragon form, however, is not easy to attain and requires great devotion and resolve. But those who succeed are held in very high regard by half dragon society.
A Growing People
In recent years, half dragons have been forming communi-ties at an increasing rate. This has created many half dragon families, and in turn, many adventurers as well due to their drive to ascend to dragonhood. Usually, however, many half dragons start a family and have children, with the mother being encouraged to take care of the children while the father goes out and provides for his family. Should the mother choose to become an adventurer, then the grand-parents or one of the extended family will often take care of the children. While they are relatively few in number, half dragons are rapidly increasing their numbers due to a high fertility rate and big families. Most members of each community often share a similar color, based on one of their dragon ancestors. As such, these communities tend to have characteristics related to that dragon ancestor. For example, many half gold dragons, like their full-blooded kin, actively hunt down evil creatures, and their breath weapon is quite effective against such foes. Half dragon communi-ties are protected by their elders, some of whom have already ascended to dragonhood and make for formidable opponents.
Half Dragon Names
Half dragon names are usually based on the language of its mortal parent, as Draconic names are often much harder to pronounce. Some half dragons who are adopted within dragonborn clans will instead be given a dragonborn name:
- Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
- Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
- Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
- Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Half Dragon Traits
Your draconic heritage manifests in a variety of traits you share with other half dragons.
Age. Half dragons mature at the same rate as their mortal parent's race, but they can live up to 1000 years. A few of those who have ascended to dragonhood, however, have been granted the gift of immortality. Making dragon-hood even more sought after, but no less difficult to achieve.
Alignment. Most half dragons are similar to dragonborn and tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most half dragons are good, but those who side with Tiamat can be terrible villains.
Size. Half dragons are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level.
After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you used it.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Draconic Ancestry. While many half dragons are mixed, they are always divided into a number of different colors that reflect their draconic ancestry, which provides them with unique abilities. Just like true dragons, these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color among these subraces is exceptionally different in power from others.
The following colors are the most common, and fall into two categories; the chromatics—black, blue, green, red, and white—and the metallics—brass, bronze, copper, gold and silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace, and you gain resistance against this damage type as well . Your ability scores increase as described, and you gain an additional unique draconic trait.
Draconic Ancestry
Black
- Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
- Unrelenting. You can add your Constitution modifier to the damage of your breath weapon, and your breath weapon deals double damage to objects and structures that aren't worn or carried. 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 but only in shades of gray.
Blue
- Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath
- weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
- Desert Predator. You gain proficiency in the Stealth skill. As part of the Hide action, you can burrow yourself into non-rock earth, just below the surface. While below the surface, you have a burrow speed of 15 feet (but you can not burrow deeper), you have vision, can breathe freely, and count as having three-quarters cover. You cannot interact with the surface while borrowed, and you must spend a bonus action to emerge. While you are burrowed, creatures suffer a -5 penalty to their ability checks to find you, provided you are out of combat and not moving.
Brass
- Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
- Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
- Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the speak with animals spell at will with this trait. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). You can speak, read, and write one extra language of your choice, and an extra language of your choice every 4 levels.
Bronze
- Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
- Dragon of the Coast. You have a swim speed of 30 feet, and you can breathe air and water. When using your breath weapon, you can instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw on those in the area. Those who fail it are pushed back 15 feet away from you, and are knocked prone if they fail it by 5 or more. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.
Copper
- Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
- Playful Host. You gain proficiency in the Performance skill. You know the vicious mockery cantrip, and when you take the Dash action on your turn you can cast it as a bonus action. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).
Gold
- Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dex-terity saving throw. You have resistance to fire damage.
- Reserved Companion. You gain proficiency in the Insight skill. You know the prestidigitation cantrip, and your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). Whenever you would deal fire damage to fiends and undead creatures, you deal radiant damage instead.
Green
- Ability Score Increase. Your Strength, Intelligence, and Charisma scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage, and advantage on saving throws against being poisoned.
- Gifted Trickster. You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast this spell you can appear up to 2 feet shorter or taller than normal with it, and you can also change your body type with it (you must remain a human-oid). You can also cast this spell using spell slots you have of 1st level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).
Red
- Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
- Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
- Indomitable. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.
Silver
- Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
- Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you can instead
- choose to target a single creature within 15 feet of you with numbing gas. The target doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You can use your breath weapon this way once and you regain the ability to do so after finishing a short or long rest.
White
- Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
- Skilled Hunter. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. You can move across difficult terrain composed of ice or snow, or climb on icy surfaces, without expending extra movement.
Dragonsong
Half silver dragons have developed their own variation of the Bladesinger tradition, called the Dragonsinger, which utilises the power of the Dragon Voice. Only those who speak Draconic can choose this arcane tradition. It is identical to the Bladesinger tradition, except that Bladesong is renamed to Dragonsong, you have advantage on Strength (Athletics) checks instead of Dexterity (Acrobatics) checks during your Dragonsong, you can choose a two-handed melee weapon for your weapon proficiency, and you can use two hands to make an attack with a melee weapon without ending the Dragonsong.
Racial Feats
Improved Breath Weapon
Prerequisite: Half Dragon
Extensive training has granted you greater control over your racial breath weapon, allowing you to enhance its speed, power, and range.
- When you roll to regain the use of your Breath Weapon trait, you regain it on a 5 or 6 on the d6 die roll.
- You gain a number of empower points equal to your proficiency bonus. When you use your Breath Weapon trait you can expend an empower point and choose one of the following benefits: You can use your breath weapon as a bonus action, its damage is increased by 2d6, or its range is doubled (30-foot cone or 60-feet long line that is 10 feet wide while you are in your original form). You can only gain each benefit once per use of your breath weapon, but you can expend more empower points to gain multiple different benefits at once.
You regain one empower point after finishing a short rest, and all of them after finishing a long rest.
Dragon Form
Prerequisite: Half Dragon, Improved Breath Weapon feat, 12th-level
As you strive to ascend to dragonhood, you have gained a lesser dragon form of your Draconic Ancestry's dragon.
While all half dragons aspire to assume their rightful true dragon form, only those truly dedicated to this goal will be blessed with a lesser dragon form. This form varies in appearance, but it always looks similar to the half dragon's draconic ancestry. Sometimes it has wings like a wyvern, with four limbs instead of the true dragon's six, including wings. Other times, the dragon form looks like a smaller or more humanoid version of their dragon ancestor.
Regardless, the form drains those who use it, and as such, they are only able to stay in this form for a limited time. Afterwards, these half dragons require rest in order to regain access to this form. Despite its power and majesty, the dragon form pales in comparison to the ascension to dragonhood, and this gift only makes them strive harder to achieve their true and ultimate form.
-
You gain blindsight out to a range of 10 feet.
-
As a bonus action, you can change into a draconic form based on your ancestral dragon. You can stay transformed for up to 10 minutes, with each use reducing the duration by a minimum of 1 minute. You can transform back early as a bonus action. Each round spent transformed in combat reduces the duration by 1 minute. You can regain the full duration of this form after finishing a long rest. Your weapons merge with you, and the magical bonuses of your equipped melee weapons are transferred to your bite attack. If you are able to attack with your claws, wings, or tail then you can continue to do so. This form doesn't hinder class abilities or spellcasting, nor the use of spell components.
This transformation grants you the following benefits:
-
You gain a flying speed of 30 feet
-
You gain a bite attack, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 (2d6 if you were wielding a two-handed weapon) + your Strength or Dexterity modifier (your choice). Your bite counts as a finesse weapon. If you originally had a bite attack that uses higher damage dice, then you can use those damage dice instead.
-
You gain the effects of the Enlarge option from the enlarge/reduce spell.
-
Your Breath Weapon trait immediately recharges after you change into your Dragon Form. When you use your breath weapon during your Dragon Form, you can empower it with one of the three empower options
of the Improved Breath Weapon feat without
expending an empower point. The rules of
the feat remain the same. -
Once per turn, you can deal bonus
damage (of your chosen dragon's
damage type) equal to your
level to a single target you
have damaged that turn.
This only applies to those you've damaged with your bite
attack, breath weapon, or spells.
- You gain temporary hit points equal to twice your level. Your AC and other defensive boons remain the same (your scaled body parts can be used as your shield). However, your AC cannot be lower than 15 + your Dexterity modifier.
If you ascend to dragonhood, then your True Dragon Form replaces this Dragon Form. In which case, you must immediately choose a new feat instead of this one.
Ascending to Dragonhood
All half dragons seek to ascend to their dragonhood, gaining the form and power of a true dragon of their chosen Draconic Ancestry. The following boon is only granted with the permission of the DM, and as such, the following rules are directed at the DM:
If you (the DM) are using the Epic Boons optional rule from the Dungeon Master’s Guide (page 231), then once the half dragon player reaches 20th level, you can wish to allow them to begin research, training, or tribulations that, once completed, grant them the following epic boon:
True Dragon Form
As an action, you can transform into your chosen dragon type as if you had cast the shapechange spell. Unlike the normal shapechange spell you can only use your action to assume your original form, or return to your True Dragon Form. Your True Dragon Form doesn't hinder your use of spell components, and is capable of all actions that require hands or speech. This replaces your Dragon Form
transformation, if you have taken the Dragon
Form feat. Unlike the normal shapechange spell, if
you concentrate on this transformation for the full
duration, the transformation becomes permanent
(until this True Dragon Form loses all of its hit points)
and you no longer need to maintain your concentration
to remain in your True Dragon Form. After losing this
form, you regain the ability to transform in this way when you finish a long rest. Unlike the normal shapechange spell, you can use your legendary actions and lair actions while in your True Dragon Form. While you are in your True Dragon Form, your True Dragon Form's breath weapon replaces your original form's breath weapon, but it can also benefit from your Improved Breath Weapon feat. If you are a half sapphire dragon (page 16), or a different type of half gem dragon (page 18), with the improved breath weapon feat; you can also turn your breath weapon into a Mind Blast while you are in your True Dragon Form. If you are a half celestial dragon (page 16), then those that succeed on their saving throws against your True Dragon Form's breath weapon can still be blinded by your breath weapon afterwards, ignoring the rules of your Radiant Dragon trait.
You also permanently gain the blindsight and darkvision senses from your True Dragon Form. This transformation does not count as a spell, and as such it cannot be affected by the dispel magic spell or a similar effect. You can find the statistics of your chosen dragon type within the Monster Manual (MM), within Fizban's Treasury of Dragons (FToD) or under the dragon types listed in this work on page 124.
Additional Half Dragons
When creating a half dragon, you can choose one of these additional subrace options with your DM's permission.
Steel dragons are a type of metallic dragon, sapphire dragons are a type of gem dragon, and celestial dragons are their own subspecies of dragon. For game purposes, gem dragons count as metallic dragons, and celestial dragons count as chromatic dragons.
Draconic Ancestry
Celestial
- Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals radiant damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to radiant damage.
- Radiant Dragon. You know the light cantrip, and your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). Those that fail their saving throw against your breath weapon become blinded until the end of their next turn, provided your breath weapon deals radiant damage. Those that succeed on this saving throw cannot be blinded this way for the next 24 hours.
Sapphire
- Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals thunder damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage.
- Psionic Dragon. You know the mage hand cantrip, and the hand is invisible when you cast the spell with this trait. At 3rd level you can cast the detect thoughts spell once with this trait, and at 5th level you can cast the misty step spell once with this trait, and you regain the ability to cast these spells this way when you finish a long rest. You can also cast these spells using spell slots you have of the
- appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice). You don't require components to cast these spells.
Mind Blast
If you are a half gem dragon (sapphire or otherwise) with the Improved Breath Weapon feat, then you can spend 2 empower points to turn your breath weapon into a Mind Blast instead. Those affected must instead make an Intelligence saving throw, suffer psychic damage instead of the normal damage, and if they fail their saving throw they are also incapacitated until the end of their next turn. If you also have the Telepathic feat (Tasha's Cauldron of Everything page 81), then the cost is reduced to 1 empower point instead. You must have your DM's permission to use this option.
Steel
- Ability Score Increase. Your Strength, Intelligence, and Charisma scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
- Metal Affinity. You have proficiency with the longsword, greatsword, and chain shirt. You gain a +1 bonus to your AC while not wearing heavy armor. Instead of this bonus, you can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply on top of either option.
Divine Attack
If you are a sorcerer with the Divine Soul sorcerous origin, and provided you have your DM's permission, then you can exchange your Empowered Healing feature with the Divine Attack feature:
When you use your action to cast one of your cantrips, you can make one weapon attack as a bonus action. You gain proficiency with one weapon of your choice.
Celestial Dragons
Also known as lung dragons or T'ien Lung dragons, these dragons are revered in eastern cultures. They are feared for their heavenly wrath breath weapons, which burn and blind foes with radiant fire. They have a reputation for being fair but also very harsh. Half celestial dragons are often employed by celestials, and are renowned as wise monks. Celestial dragons are sometimes called lunar or solar dragons due to their radiant and celestial appearance. They are believed to be an offshoot of astral dragons who left the astral sea, as they too do not have wings, but can still fly.
Sapphire Dragons
Sapphire dragons are a type of gem dragon with crystalline blue scales, which are inherited by their half dragon off-spring. Sapphire dragons are known for their psionics, and also for being capable tacticians. Half sapphire dragons are renowned as gifted psychics, and are known for being com-passionate yet also pragmatic when the need arises. The horns and tip of the tail of half sapphire dragons are crystal-like, which become smoother and change as they grow older, until they look identical to those of sapphire dragons.
Steel Dragons
Steel dragons are amiable, curious, and witty metallic dragons, that would rather spend their time among human cultures than in their own true forms. They prefer to invest in property and business unlike other dragons, who preferred to hoard monetary treasures. Steel dragons can cast divine magic as arcane spells, which is one of the blessings they have received from Io. They are gifted shapechangers, and retain many benefits of their draconic bodies even while in their disguises. Their guise will age at the normal rate of the race they changed into, which they call Time Touching. When their mortal life will have run its course, they will shed their memories in a process called "Vaulting", where they will store their previous memories. That way they can live their next life without any bias and prejudices from their previous one. An exception is their soul mate and full dragon children, whose memories stay vivid, as the other memories
around them feel
vague and distant. They will live multiple lives throughout their lifespan, called the "chain of lives". At the end of each life they will create a work of art that contains their collected wisdom; a teacher could create a book, and an adventurer could create a magical item. They will store these in a vault called "the Composition", which will be their legacy, to be shared at the true end of their life. They believe that Io created them for this purpose, to share the wisdom they have learned this way with others. Steel dragons spend most of their life in human form, except when they try to find a mate. After finding one they would start a "semi-life" where they live in a human form with their "soul mate", while taking care of their full-blooded dragon children in between, using their magic to disguise them. These children will then move to different cities once they are grown up, while the parents will create a new semi-life together, or go their own ways to meet up again later.
Playing as a Half Steel Dragon
Half steel dragons that live among humans appear as a human or half human, depending on the mortal parent. Half steel dragons in human societies would often live much of their life unaware of their true nature, but they could find strange occurrences that would hint at their heritage; such as a surprisingly durable skin, and an affinity towards metal. They would be unable to use their breath weapon, unless they were made aware of it. Either by their family or by great stress. When used, it would temporarily reveal their true nature to those within 30 feet of them, and make the half steel dragon aware of its true lineage. This disguise can not be detected by magic, but other (half) steel dragons will see through this deception. However, half steel dragons that live among other half dragons for an extended period of time will appear as they truly are, half dragons with horns and a draconic lower body. Through a secretive ritual, half steel dragons can change into other forms like their full blooded steel dragon kin can. Half steel dragons, like their dragon ancestors, prefer to talk instead of entering conflict. When they do fight, they generally avoid melee and rely on their magical spells, even though they can hold their own quite well. Remarkably, they have many Divine Soul sorcerers, which most believe is a blessing from Io. Steel dragons would sometimes organize themselves, but the vaulting would erase the memories of their half dragon offspring. As such, half steel dragons have created their own separate society called the Confluence, a loose and secretive association of half steel dragons. The Confluence originated with a pair of steel dragons, Auntyrlothtor and Quituryte. They fought against the malaugrym, evil shapeshifters, together with a group of noble women. In time, the two brothers produced half-breed offspring with these noble women, who were then raised in secret by the noble families of the original dames. These half-breed nobles proved vital in repelling the malaugrym when they subtly attacked again. In order to stop future resurgences, they founded the Confluence to control or eliminate any shapechangers who entered their cities.
Unusual Half Dragons
The following are the more unusual half dragon subraces, which you can also choose with your DM's permission.
Gray dragons are chromatic dragons, while fang dragons, moonstone dragons, and song dragons are their own sub-species of dragon. For game purposes; gem dragons, moon-stone dragons, and song dragons count as metallic dragons, while fang dragons count as chromatic dragons.
Additional Half Gem Dragons
While half sappire dragons are the most common half gem dragons, players can also choose to play as a different kind of half gem dragon, seeing as there are also different types of gem dragon besides sapphire dragons. These gem dragon types are; the amethyst dragon, the crystal dragon, the emerald dragon and the topaz dragon.
If you wish to play as a different type of half gem dragon, then you can take the traits of the half sapphire dragon as your base, but then choose one of the other gem dragon types from the Gem Dragon Ancestor table. This changes the damage type of your Draconic Ancestry trait to the damage type associated with your gem dragon ancestor, as well as the shape and saving throw type of your breath weapon. In addition, all mentions of your character's Intelligence score in the Ability Score Increase and Psionic Dragon traits are replaced with the ability score associated with your Gem Dragon Ancestor (if it is different). For example; if you are a half amethyst dragon, your Wisdom score increases by 2, your Strength score increases by 1, your Draconic Ancestry trait's damage type changes to force, and Wisdom is your spellcasting ability for your
Psionic Dragon trait. You can use the Mind Blast option regardless of half gem dragon type, provided you have your DM's permission. These other types of half gem dragon are less common than half sapphire dragons, and usually don't form communities of their own. Because of this they are not an option for the half dragon brood background (page 92). Instead, they often join half sapphire dragon communities.
Gem Dragon Ancestor
| Dragon | Damage Type | Breath Weapon | Ability |
|---|---|---|---|
| Amethyst | Force | 15 ft. cone (Str. save) | Wisdom |
| Crystal | Radiant | 15 ft. cone (Con. save) | Charisma |
| Emerald | Psychic | 15 ft. cone (Int. save) | Intelligence |
| Sapphire | Thunder | 15 ft. cone (Con. save) | Intelligence |
| Topaz | Necrotic | 15 ft. cone (Con. save) | Charisma |
Note: If your world also includes the brown dragon, then you can use these rules for half brown dragons by using the half blue dragon as your base, but then replace the lightning damage type of your Draconic Ancestry trait with the acid damage type. Your other racial traits remain the same. If you wish to use the brown dragon for class features, for ascending to dragonhood, as a monster encounter, or for some other reason; you can use the game statistics for blue dragons (Monster Manual page 90) but replace its lightning damage type with the acid damage type. In addition, brown dragons do not have a flying speed, but instead their burrow speed is twice that of a blue dragon of the same age, and they have the Tunneler trait of a sapphire dragon (Fizban's Treasury of Dragons page 214) of the same age.
Half Fang and Gray Dragons
Half fang and half gray dragons are the most vicious of all half dragons. Fang dragons don't have a breath weapon, but make for it with their ferocity. They have a bite that drains the life and even soul of their victims. Gray dragons were created by Tiamat from fang dragon eggs, and "improved" by giving them a breath weapon and turning them into chromatic dragons. However, half fang dragons (and dragonborn) also have a breath weapon, which they believe is a gift (or curse) from Tiamat. They have a life draining bite similar to their dragon ancestor, and often that dragon's temper as well. They do not form communities, and either live a life of solitude or join other half dragon communities. Those that ascend to dragonhood become gray dragons.
Fang or Gray
- Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
- Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
- Vicious. You permanently gain the benefit associated with Faluzure in the Blood Quickening Meditations (page 32).
Half Moonstone Dragons
Moonstone dragons are native to the feywild, but from time to time there are those that move to the prime world and even bond with mortal partners. Like their full blooded kin, half moonstone dragons tend to be peaceful and prefer to exchange stories or ideas. If pressed, they will use their magic to subdue their foes rather than kill them. They don't create settlements of their own, and prefer to dwell among elves or other half dragons.
Moonstone
- Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1.
- Draconic Ancestry. Your breath weapon deals radiant damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to radiant damage.
- Fey Trickster. You have advantage on saving throws against being charmed. You can cast the sleep spell once with this trait, and you regain the ability to do so when you finish a long rest. At 3rd level, when you cast it with this trait, you cast it at a spell level that is equal to your proficiency bonus. You can also cast this spell using spell slots you have. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).
Half Song Dragons
Song dragons often apear as comely female mortal women, and as such it is not uncommon for them to have mortal partners, and half dragon offspring. Like half steel dragons, these half dragons will appear as their mortal parent's race if they are raised among them; such as Narnra Shalace, daughter of Elminster, who believed she was a human for a part of her life. They don't have settlements of their own, and instead join the Confluence or organizations like the Sisterhood of Essembra. The rules under "Playing as a Half Steel Dragon" can be applied to half song dragons as well.
Song
- Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
- Draconic Ancestry. Your breath weapon deals lightning damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to lightning damage.
- Alluring Singer. You gain proficiency in the Performance skill. You can cast the tongues spell once with this trait, but only on yourself when casting it this way, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots you have of 3rd level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).
Variant Half Dragons
The following options are variants to the half dragon, which you can choose with your DM's permission. To use one of these variants you must choose a half dragon subrace, and then apply the required changes as listed in the description for that variant. You can only select one variant at a time.
Dracotaur (Variant Half Dragon)
Dracotaur are half dragons that have been born from a union between a dragon or half dragon and a different quadruped race, or are descendants from such unions.
To play a dracotaur, which is a variant half dragon, you must forgo the unique racial trait that is associated with your half dragon subrace. In exchange, your base walking speed is increased to 40 feet, and you gain the Quadruped Build and Stampede racial traits below. You count as a half dragon for all customization options, including variant options for your half dragon subrace.
- Quadruped Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, any climb that requires hands and feet is especially difficult for you because of your quadruped legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. In addition, a Medium or smaller creature can ride on your quadruped back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Once per turn, if you move at least 20 feet straight toward a target and then hit it with a lance on the same turn, that attack will deal an extra 1d6 piercing damage. Finally, you can wield a lance in one hand as though you were mounted, and at your DM's discretion you can count as mounted for certain features. However, you cannot mount Large or smaller creatures.
- Stampede. The claws of your legs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your claws.
Variant Centaur
At their DM's discretion, and for thematic reasons, centaur players can exchange their Equine Build trait with the dracotaur's Quadruped Build trait. If so, then the minimum distance they must move straight for-ward as part of their Charge trait is reduced to 20 feet, and they gain Darkvision out to a range of 60 feet.
Naga (Variant Half Dragon)
Naga are born from a union between a dragon and a lamia (or sometimes someone with lamia ancestry), or they are descendants from such unions. These naga are however not to be confused with the naga servitude race created by the sarrukh, which are an entirely different race. Naga are a variant of half dragons, and they have a serpentine tail like their lamia cousins have. However, they do not have the draconic resistance of other half dragons, due to their dominant lamia genes. Naga are visually distinct from lamia by their draconic traits, such as horns and coloration. If a naga has children with a partner of another race, most of their children will be born as full naga, similar to lamia.
To play a naga, which is a variant half dragon, you must forgo the damage resistance of the Draconic Ancestry racial trait that is associated with your half dragon subrace. In exchange, you gain the Constrict and Serpentine Body racial traits of the lamia (page 26). You count as a half dragon (and not a lamia) for all customization options, including variant options for your half dragon subrace.
Racial Feats
Monstrous Might
Prerequisite: Centaur, Half Dragon (Dracotaur), Leonin, Minotaur, or Tabaxi
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You count as being permanently affected by the magic fang cantrip (page 144).
- Once per turn, if you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can force the creature to make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
Draconic Feats
Clinging Breath
Prerequisite: Permanent Breath Weapon (Dragonborn, Dragon, Half Dragon, or Kobold (Dragonwrought) with the Kobold Breath feat)
The elemental energies of your racial breath weapon cling to your foes, slowly consuming them whole.
- The DC of your racial breath weapon increases by 1.
- A creature that fails its saving throw against your racial breath weapon (provided it deals damage) must make a saving throw at the start of each of its turns afterwards, with the same saving throw type and DC as that of your breath weapon, taking damage equal to 1d6 times half your proficiency bonus (rounded down) of the same type on a failed save, and ending this effect on a successful one. This effect does not stack on the same creature.
Dragonfire Inspiration
Prerequisite: Bardic Inspiration, Draconic Race (Dragon-born, Half Dragon, Kobold, or Spellscale) or Dragon
You've learned to imbue your allies with the might of your draconic heritage through your performance.
Choose a number of allies that you can see. As a bonus action, you can expend a use of your Bardic Inspiration for each ally to coat their weapons in the elemental breath weapon of your dragon heritage, making their weapons deal extra damage of that type equal to one roll of your Bardic Inspiration die. This effect lasts for a number of rounds equal to your Charisma modifier (minimum of 1). If you are a fang dragon, a kobold who isn't a dragonwrought, or a spellscale, then the damage type of this effect is fire.
Draconic Heritage (Half Dragon)
Prerequisite: Half Dragon
You are a half dragon blessed by Bahamut, Tiamat, or another dragon god, granting you draconic wings.
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- The damage of your Breath Weapon racial trait increases by 1d6.
- You gain the Wings trait of the dragonborn (page 7).
Search for the Dragon
Prerequisite: Draconic Race (Dragonborn, Half Dragon, Kobold, or Spellscale) or Dragon
You've managed to unlock the sorcerous might within your lineage through the draconic rite of passage. This ritual is mostly done by kobolds, but any draconic race can take it.
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn one 1st level and one 2nd level spell of your choice from the sorcerer spell list. You can cast each spell at their lowest level without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Items
Dragon's Draught
Potion, varying rarity
Only dragonborn, half dragons, dragons, and dragon-wrought kobolds can benefit from these potions. You can drink a draught as an bonus action, which grants you the draught's benefit(s) for 1 minute. If your breath weapon has the recharge property, doing so will immediately recharge your racial breath weapon, and cause it to recharge on a 4-6 on the d6 die roll for the next minute. The draught has two variants: the type draught and metabreath draught. Rare draughts grant both benefits and increase your breath weapon's damage. Dragons of Large or larger size require a bigger dose, increasing the draught's rarity by one step.
| Rarity | Draught benefit(s) |
|---|---|
| Common | Type |
| Uncommon | Metabreath |
| Rare | Type, Metabreath, +2d6 damage |
Type Draught. You can choose a dragon type from the Dragon Species and Damage Types table (page 117). Your Breath Weapon's damage type changes to the type associated with that dragon.
Metabreath Draught. You can empower your Breath Weapon with one of the three empower
options of the Improved Breath Weapon
feat (page 14) without expending an em-
power point. The rules
of the feat remain
the same. You
don't need to
have this feat to
use this boon.
Kobold, Revised
“Kobolds are a lot less cute when they learn how to cast fireballs.”
— Volothamp Geddarm
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures are clever with their hands, and viciously work together in order to overcome their physical limitations. Kobolds are short in stature, despite the draconic blood running in their veins, with the tallest of them barely reaching 3 feet and weighing no more than 35 pounds. Because of their small size, kobolds often have to adopt unorthodox means of achieving victory. This usually leads to traps, which kobolds are well known for making, as well as using ambushes and distractions.
Unlike the true dragons they worship, most kobolds don't have set colors that reflect certain personality traits. Whole tribes usually are the same one or two colors, and the color of a kobold has no bearing on its abilities or skill set. Kobolds display many of the traits that true dragons display, and are often either proud, or vain (or both). While individual kobolds prefer to run away from a fight, they know that there is greatness within them, and they are proud that they are the blood-kin of dragons. Despite this, a typical kobold acknowledges its weakness in the face of a hostile world, as well as the superior might of true dragons. They find satisfaction in their work, the survival of their tribe, and the knowledge that they shares a heritage with mighty dragons. While the individual kobold can be cowardly, this changes when they fight directly alongside their tribe. They believe that they will be rewarded in the afterlife if they die in the service of their tribe, and as such are far less fearful. Kobolds, aside from the occasional adventurer, are also quite content with their lives, provided they can mine and be with their families, and receive the occasional praise from dragons.
Kobolds are renowned for their worship of dragons, in which case they cast aside any pride they have and willingly and proudly serve such mighty creatures without a thought of treason. If the dragon expresses cruelty, they will tolerate it or simply go away instead of seeking revenge. They even display strong acts of courage while within their service. Strangely, they have the same sentiment towards dragonborn and half dragons, whom they consider to be dragons. This often leads to the annoyance of dragonborn, many of whom hold resentment towards dragons for
past slavery. However, their obsessive loyalty and
devotion, and their skill at handling the sewage of
draconic communities, causes the other draconic races
to tolerate their presence.
And those that are able
to put their pride aside
acknowledge that
more than one
draconic community
has been saved by
using the kobolds
overwhelming numbers
and unorthodox way of fighting.
Kobolds are naturally skilled at
tunneling. Similar to dwarves, they
have a near-instinctive sense of what
sections of stone or earth are strong or
weak, are bearing a load or are safe to
excavate, or are likely to contain minerals or
offer access to water.
This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. Their favorite past time is bathing, and they are masters at finding natural springs and even hot springs. The latter also being quite popular among half dragons, and kobolds generally have no problem sharing these finds with mighty "dragons".
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch or even crawl to make progress. Due to their small size, many kobold often feel that there's safety in numbers. As such they rarely strike out on their own, unless it's a mission of great importance or they are serving or proving themselves to a dragon.
A kobold can be fooled with smooth words or a quick wit, but when the kobold figures out it has been tricked it will remember the affront, and when possible will retaliate against that person somehow, even if merely in a petty way. Though they are far less grudgeful against dragons, feeling that they act so because the kobold must prove its worth.
Urds, or winged kobolds, are kobolds who are born with wings. Some kobolds are more in touch with their draconic heritage and are known as dragonwrought kobolds, and are born among both regular kobolds and urds. However, most dragonwrought have wings, even if not all of them do. If you wish to play as a kobold with wings, you can choose this variant option (page 25) at character creation.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. "Red Foot, "White Claw" and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. Because kobolds can change sex to suit a tribe's needs, they don't differentiate between male or female names.
Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn
Kobold Traits
As a kobold, you gain the following traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Charisma score increases by 1 (your choice).
Age. Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so. Those that live within or near draconic communities tend to live longer.
Alignment. Kobolds rely on the strength of their group, which makes them tend toward law. Kobolds living within or near draconic communities are often neutral.
Size. Kobold 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.
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 but only in shades of gray.
Pick Mastery. You are proficient with war picks, which gain the versatile (1d10) property when you use them. You are proficient with pickaxes, and other similar tools, and can treat them as a war pick for determining their damage and properties as weapons. Whenever you wield a pickaxe, war pick, or similar tool, you deal double damage to objects and structures that aren't worn or carried, as well as earth-based materials (such as rock, crystals, or minerals).
Center of Attention. As a bonus action, you can distract creatures of your choice within 10 feet of you, if they can see or hear you. This can be done by cowering pathetically, shrieking furiously, boasting arrogantly, or through different means. Until the start of your next turn, you and your allies gain advantage on attack rolls against those creatures. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Skilled Trapper. You gain proficiency
with the thieves' tools, and whenever
you make an ability check to create
traps (Xanathar's Guide to
Everything page 84) your
proficiency bonus is doubled.
Fleeting Courage. When a
hostile creature that you can see
is reduced to 0 hit points, your
next attack roll or saving throw
you make before the end of
your next turn has advantage.
Languages. You can speak,
read, and write Common and
Draconic. Draconic is thought to
be one of the oldest languages
and is often used in the study of
magic. The language sounds
harsh to most other creatures
and includes numerous hard
consonants and sibilants.
Diggy Diggy Hole
At their DM's discretion, dwarf players can gain the kobold's Pick Mastery trait as an additional racial trait, to allow them to wield pickaxes as thematic weapons.
Weasel Companions
Kobolds train and domesticate giant weasels and dire weasels as hunting companions, guard animals, and mounts. These domesticated weasels are stronger than their wild counterparts, and trained to work well in groups. A domesticated giant weasel has the statistics of a wolf (Monster Manual page 341), and a domesticated dire weasel has the statistics of a dire wolf (Monster Manual page 321), however both also possess Darkvision out to a range of 60 feet. At your DM's discretion, you can gain a domesticated weasel as your companion during your adventures. This weasel is friendly to you and your companions and obeys any simple verbal commands that you issue to it (no action required by you) such as attack or guard, but it will only allow kobolds to ride it as a mount. If you have proficiency in the Animal Handling skill, and you train with your weasel regularly (at your DM’s discretion), you can add your proficiency bonus to your weasel's damage rolls, and any ability check the weasel makes. This does not stack with similar effects, such as from the Beast Master's Ranger's Companion feature.
Playing as a Dragonwrought Kobold
You can choose to play as a dragonwrought kobold, who are more in touch with their draconic heritage.
If so, you gain the benefits of the Dragonwrought Kobold variant (page 25), but in exchange you lose the Skilled Trapper and Fleeting Courage traits.
Racial Feats
Brothers of the Mine
Prerequisite: Dwarf or Kobold, the Pick Mastery racial trait
Your time spent using pickaxes and war picks allows you to use them to aid your allies. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You gain proficiency with the cartographer's tools. The damage die of a war pick you wield is now 1d8 (1d12).
- When you take the Attack action while using a pickaxe, a war pick, or a similar tool, you can forgo one of your attacks and instead pull a creature within 5 feet of you off balance; the next attack roll an ally makes against this target before the start of your next turn has advan-tage. If the creature is wielding a shield, you temporarily pull it aside, granting all allies a +2 bonus to attack rolls against the creature until the start of your next turn.
Find the Gap
Prerequisite: Kobold, the Fleeting Courage racial trait
- You can move through the space of any creature that is of a size larger than you.
- After moving through the space of a creature that is at least two sizes larger than you on your turn, you can use your bonus action to gain advantage on your next attack roll against that creature before the end of your turn.
- When an ally makes a melee attack against a creature within 5 feet of you, you can use your reaction to make one melee weapon attack against that same creature.
Kobold Breath
Prerequisite: Kobold, Dragonwrought Kobold variant
Dragonwrought kobolds have strong ties to their dragon ancestors, and some can even use a racial breath weapon.
- You gain the Breath Weapon trait from the half dragon (page 10). Its damage type, save type, and shape are determined by your dragonwrought dragon ancestor.
- You gain a number of empower points equal to your pro-ficiency bonus. When you use your Breath Weapon trait you can expend an empower point and choose one of the following benefits: You can use your breath weapon as a bonus action, its damage is increased by 2d6 or its range is doubled (30-foot cone or 60-feet long line that is 10 feet wide). You can only gain each benefit once per use of your breath weapon, but you can expend more empower points to gain multiple different benefits at once.
You regain one empower point after finishing a short rest, and all of them after finishing a long rest.
Kobold Inventor
Prerequisite: Kobold, the Skilled Trapper racial trait
You are resourceful and clever for a kobold, although quite eccentric as well. You gain the following benefits:
- The damage of your created traps (Xanathar's Guide to Everything page 84) is doubled. You can create a trap outside your short rest instead of during it, and within 1 minute. Afterwards you regain the ability to do so after finishing a short or long rest. When you create a trap, any previous traps you created this way are disarmed.
- You carry six of your inventions with you, and you can use each of the options listed in the Kobold Invention table as an action once. Their DC is 8 + your proficiency bonus + your Intelligence modifier. All initial damage caused by your inventions increases by an additional 1d6 at 8th level, 12th level, 16th level and 20th level. You also add your proficiency bonus to the attack rolls of your insect swarms. You can choose to panic and use one of your inventions as a bonus action instead of an action, however you must then roll a d6 die to determine which invention you use. If you roll a used invention, then nothing happens. While using an invention this way, you can choose not to cause its effects. You can only (try to) use one invention each turn. After finishing a long rest, and spending 10 minutes to forage and prepare, you regain all expended uses of your inventions.
These inventions look like a mess of scrap, and others are unwilling to purchase them and unable to use them.
| d6 | Kobold Invention |
|---|---|
| 1 | Acid. You hurl a flask of volatile acid to a location within 20 feet of you. Those within 10 feet of that location must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one. |
| 2 | Pocket Sand. You throw sand at a creature within 5 feet of you. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. |
| 3 | Scorpion on a Stick. You attack a creature within 5 feet of you with a scorpion tied to the end of a 5-foot-long pole. The target automatically suffers 1 piercing damage and it must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save the target is also poisoned for 1 minute. The affected target can repeat the saving throw at the end of each of its turns, ending the effect on a success. |
| 4 | Skunk in a Cage. You release a skunk into an unoccupied 5-foot-square space within 20 feet of you, which immediately sprays a random creature within 5 feet of it. The target must make a Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success. |
| 5 | Volatile Fire. You hurl a flask of fire to a creature within 20 feet of you, who must make a Dexterity saving throw. On a failed save, the target suffers 1d6 initial fire damage, and 1d6 additional fire damage at the start of each of its turns. A creature can take an action to extinguish the flames. |
| 6 | Wasp Nest in a Bag. You throw a basket into a 5-foot-square space within 20 feet of you. A swarm of insects (wasps) emerges from it, taking its turn after yours. On its turn, the swarm attacks the creature that was closest to (or inside) the space the basket landed in when you threw it, until that creature (or the swarm) is reduced to 0 hit points, after which the swarm disperses. |
Pack Tactics
Prerequisite: Kobold
You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. You can only benefit from this feature on your own turns.
Dragonwrought Dragon Ancestor
| Dragon | Damage Type | Breath Weapon | Skill proficiency |
|---|---|---|---|
| Amethyst | Force | 15 ft. cone (Str. save) | Persuasion |
| Black | Acid | 5 by 30 ft. line (Dex. save) | Stealth |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) | Stealth |
| Brass | Fire | 5 by 30 ft. line (Dex. save) | Persuasion |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | Survival |
| Celestial | Radiant | 15 ft. cone (Con. save) | Persuasion |
| Copper | Acid | 5 by 30 ft. line (Dex. save) | Stealth |
| Crystal | Radiant | 15 ft. cone (Con. save) | Persuasion |
| Deep | Psychic | 15 ft. cone (Wis. save) | Perception |
| Emerald | Psychic | 15 ft. cone (Int. save) | History |
| Fang/Gray | Acid | 5 by 30 ft. line (Dex. save) | Athletics |
| Gold | Fire | 15 ft. cone (Dex. save) | Insight |
| Green | Poison | 15 ft. cone (Con. save) | Stealth |
| Moonstone | Radiant | 5 by 30 ft. line (Dex. save) | Stealth |
| Red | Fire | 15 ft. cone (Dex. save) | Insight |
| Sapphire | Thunder | 15 ft. cone (Con. save) | History |
| Silver | Cold | 15 ft. cone (Con. save) | Persuasion |
| Song | Lightning | 15 ft. cone (Con. save) | Persuasion |
| Steel | Acid | 5 by 30 ft. line (Dex. save) | Deception |
| Topaz | Necrotic | 15 ft. cone (Con. save) | Athletics |
| White | Cold | 15 ft. cone (Con. save) | Stealth |
Playing as a Kobold with Wings
You can choose to play as a winged kobold (urd), or a dragonwrought kobold with wings. To do so, you must forgo your Pick Mastery trait at character creation, but in exchange you gain the Wings trait of the dragonborn (page 7), allowing you to glide and later fly.
Dragonwrought Kobold
You can select this variant at character creation, but doing so will make you lose the Skilled Trapper and Fleeting Courage racial traits. In exchange, you gain the following racial traits instead:
Kobold Endurance. You have advantage on saving throws against being paralyzed, and magic can’t put you to sleep.
Dragonwrought. select a dragon from the Dragonwrought Dragon Ancestor table. You gain an additional skill proficiency and resistance to a damage type depending on your selected dragonwrought dragon ancestor.
Lamia
“Lamia? Yeah, they're a unique race alright. Think of them as mermaids but then with snakes. Despite their appearance they are often quite comely, but also a little bit clingy.”
— Alan Stuart, human fiancé of Mary Hunt the lamia
The lamia are a race of half serpent half human snake people, known for their kind personalities and loyalty. They are descendants of yuan-ti who intermingled with lamia nobles, yet strangely do not share the same tendency towards cruelty and control as their parent races do. Instead they form a symbiotic bond with humans (or other humanoids), whom they often assist and form relationships with. This has earned them the mocking name "Softblood" by the yuan-ti. They named themselves after their lamia noble ancestors, but aside from the name they wish to distance themselves from lamia nobles as much as they can, and the feeling is mutual. They cannot disguise themselves like yuan-ti can, but their savory behavior and close bonds with human settlements often mean they don't have to. Despite their general warm demeanor, they can be fearsome foes, as their snake like body and sharp fangs can be used as deadly natural weapons. The majority of lamia are female, and because of that many form relationships with human males. The children of a union between a lamia and a human (or other humanoid) are usually born as full lamia, with an average chance of 25% for the child to be born as the race of the other parent. They mate for life, and tend to cling to their partners, but are almost always pleasant and considerate, and form strong bonds quickly.
Lamia Names
Lamia often adopt names used by the races with whom they interact, or use names popular among themselves.
- Male Names: Akris, Athanos, Cyrias, Daziss, Ischyros, Kress, Mariss, Oshphim, Salethar, Sarek, Selanu, Sellak, Seth, Shanastar, Shiraal, Silass, Thaxos, Tithian, Vaselous, Xamres, Xutan, Zihu, Zorai, Zureth
- Female Names: Ashissa, Bleu, Daïsha, Deryssa, Ena, Gina, Ibisis, Iormu, Ivaniss, Lalassu, Lucine, Media, Miia, Nassirah, Nessa, Nysia, Pyrrha, Saaveed, Sadai, Salah, Saphentite, Sapphee, Shallia, Shiana, Suehra, Thassia, Veeshis, Ydriss, Zivlil
Lamia Traits
You have a variety of traits you share with other lamia.
Ability Score Increase. Your Charisma score increases by 2.
Age. Lamia mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Despite their yuan-ti heritage, lamia are compassionate and devoted, especially towards their partner. As such most lamia are good aligned instead of evil.
Size. Lamia have humanoid torsos but can have long serpent bodies that vary in size, color, and muscle structure. Lamia match humans in average size, but their serpent tails can range from 12 to 24 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you wish to have snakes as hair, you can bite with them. See also the Medusa Heritage feat on page 112.
Constrict. Your long tail is strong and prehensile enough to grasp at targets, restraining them in place. Your constricting tail is a natural weapon, which you can use to make unarmed strikes. If you hit with your tail, you deal bludgeoning damage equal to 1d6 + your Strength modifier. If you hit a target with your tail, you can use your bonus action to make a grapple check against it. A target that is grappled by you this way is also restrained. You can only constrict one target at a time, and while constricting a target your speed is reduced to 0. This grapple ends if you are pushed away from the target you are grappling this way.
In addition, when you would deal damage to a target with your constrict (either with this attack or with your Crushing Coils trait if you have it), you can choose not to deal damage but instead gain advantage on Athletics skill checks made to grapple the target or maintain your grapple on the target until the start of your next turn.
Serpentine Body. You can use your tail to grab, hold, and lift items within 10 feet of you (your constrict attack still has a reach of 5 feet). You can use your Constitution modifier instead of your Strength modifier when determining the amount of weight it can bear. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the soma-tic components of a spell. You gain an additional object interaction on your turn, provided it is done using your tail.
In addition, you have advantage on Athletics skill checks made to swim or to climb any surface your serpentine body could reasonably grip. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you can still only grapple creatures up to one size larger than you (Large or smaller while your size is Medium).
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Subraces. Choose one of the following subraces. Your choice will determine additional benefits.
Subraces
Lamia are a varied race with many individual differences. However, they can be divided into three main groups; the constrictor lamia, the hooded lamia, and the viper lamia.
Constrictor
The constrictor lamia are the most numerous of lamia, and are known for their powerful tails and strong constitution. They often prefer to subdue their foes without killing them, but should the need arise they can be deadly foes; crushing anyone foolish enough to anger them in their deadly grip.
- Ability Score Increase. Your Constitution score increases by 1.
- Athletic. You gain proficiency in the Athletics skill.
- Crushing Coils. When you make an Athletics skill check, or you make an attack or damage roll with your constrict attack, you can add your Constitution modifier instead of your Strength modifier to the roll. A creature grappled by your tail receives bludgeoning damage from your constrict at the start of their turn equal to 1d6 + your Strength or Constitution modifier (your choice).
Hooded
Hooded lamia are known for their hoods with distinct mark-ings and patterns on it, which they can use for intimidation. They can charm others with hypnotic patterns from their eyes and crush them with their coils while convincing them that they are safe, and can also spit venom at their foes.
- Ability Score Increase. Your Intelligence score increases by 1.
- Intimidating. You gain proficiency in the Intimidation skill.
- Innate Spellcasting. You know the poison spray cantrip, and when you cast it its range is increased by 20 feet. All snakes see you as an ally and are friendly to you, unless you or your allies harm them. You can cast beast bond at will with this trait, but you can target only snakes with it this way. At 3rd level you can cast the suggestion spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. You automatically hit and grapple a creature affected by your suggestion spell when you attack it with your constrict attack, and damaging the affected creature with your constrict attack or Crushing Coils trait (if you have it) will not break the spell but instead the creature can make the saving throw again with disadvantage to end the spell. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice). You don't require components to cast these spells, except for the verbal suggestion for the suggestion spell.
Viper
Viper lamia are feared for their deadly venom, and admired for their graceful movements. While all lamia have extendable fangs, viper lamia can use them to inject venom into their foes. Most viper lamia are subtle, but some have a rattler at the end of their long tail which they can use to intimidate their foes. Few are foolish enough to ignore their warnings, as most are kind but also deadly when pressed.
- Ability Score Increase. Your Dexterity score increases by 1.
- Stealthy. You gain proficiency in the Stealth skill. If you are a viper lamia with a rattler at the end of your tail, you gain proficiency in the Intimidation skill instead.
- Venom. You have venom glands in your mouth that inject poison during a bite attack. Once on each of your turns when you hit a creature with your bite attack, the target
- must make a Constitution Saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, the target takes 1d6 poison damage and is poison-ed until the end of your next turn. This poison damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. Your bite also counts as a finesse weapon.
Racial Feat
Serpentine Heritage
Prerequisite: Lamia
You further embrace your serpentine heritage. You can take this feat twice, and its benefits stack.
- Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
- The damage dice of your constrict attack and Crushing Coils trait (if you have it) increase by one step (1d6 to 1d8 etc. to a maximum of 1d12). The DC of your Venom trait (if you have it) increases by 1. The range of your poison spray cantrip (if you know it) increases by 30 feet.
- You gain Infravision (page 34) out to a range of 60 feet. If you already have Infravision, then its range is increased by 60 feet instead.
- The first time you take this feat you become immune to the poisoned condition, and the second time you take this feat you become immune to poison damage.
- When you take this feat you gain a trait of one of the other lamia subraces of your choice, but you must choose a lamia subrace whose trait you don’t have yet. You gain the following trait based on your choice:
| Subrace | Trait |
|---|---|
| Constrictor | You gain the Crushing Coils trait. |
| Hooded | You gain the Innate Spellcasting trait. |
| Viper | You gain the Venom trait. |
Lizardfolk, Revised
“If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak.”
— Tordek, dwarf fighter and adventurer
Despite not being a member of the draconic races, the lizardfolk echo many similarities, and some even worship and serve dragons for their shared reptilian attributes. Lizardfolk are covered from head to tail in thick scales of various shades of color, and their fanged maw and sharp claws make them dangerous foes, even when unarmed. They are hardy survivors, whose lack of technological advancement is compensated by their ferocity in battle and ingenuity.
Most lizardfolk are pragmatic, and can come across as cold. This is due to their alien minds, which are heavily focused on survival, and leave little room for emotions. Concepts such as honor are lost on most of them, as they strive to survive against all odds.
An exception to this is a variant of sharptooth lizardfolk, which scholars dub "high lizardfolk". The tribes of these more civilized lizardfolk are different in that they not only understand common emotions but also feel them, and they are known for their strong sense of honor. This concept is alien to most lizardfolk, but it also allows them to cooperate with other intelligent races far more easily.
An adaptive race
Lizardfolk generally focus on survival above all, without any unnecessary sentiments. Their mindset might sometimes seem cruel, but it helps them survive in a hostile environ-ment. The swamps and jungles they inhabit are filled with a staggering variety of threats.
Blackscale lizardfolk are extraordi-
narily aggressive. They are the only
lizardfolk with the ability to see in the dark,
which scholars have speculated is due to
black dragon blood running in their veins.
This theory is further supported by their
natural resistance against acid, and
dark-hued scales.
Poison dusk lizardfolk are the smallest
of the lizardfolk, but are masters of camouflage
and poison. Using them both to deadly effect.
They know how to create an oily substance
which reacts to the natural chemicals
within their chameleon skin. When ap-
plied to their clothes or armor, it causes
these to change color as well when they
use their chameleon skin to camouflage.
However, like most lizardfolk, they
usually fight without such trappings
because their own natural hides
provide sufficient protection.
Sharptooth lizardfolk are the
most numerous of the lizardfolk,
and are usually the most ingenious
and focused on survival. Some call
them cowardly or opportunistic,
but they simply assess situations
based on what gives them the
best chance to survive.
The more civilized sharptooth lizardfolk either live near bodies of water and swamps, or roam the plains, riding large prehistoric beasts, such as triceratops or styracosaurus, into battle.
These sharptooth lizardfolk usually don't keep livestock, as they prefer to hunt or fish. They usually wear headgear with feathers of birds, and they are a little more advanced as they live in tipi instead of homes made out of mud. They are also among the most successful of lizardfolk, as many of their tribes have formed strong alliances with the other races over the years. Unlike most lizardfolk, these sharptooth lizardfolk venerate their ancestors, and follow a code of honor. They refer to their ancestors as dragons, however they are not descendants of dragons, which is evident by the fact that kobolds don't worship them in any shape or form. The word dragon is a misunderstanding, as in their language (which is a slightly different version of draconic) dragon refers to large and powerful reptilian creatures. What they are referring to are ancient and terrifying lizards commonly known as dinosaurs.
Relationship with other races
Most lizardfolk are pragmatic, and are seen as cold. There is a saying that when a lizardfolk looks at you funny, that he is likely sizing you up as a potential meal. And while most lizardfolk have a strong sense of cooperation, they will often not hesitate to prevent your body from going to waste should you die.
A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures’ emotions. The lizardfolk doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.
At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have
managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still, if other creatures prove themselves useful to the lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.
The more civilized sharptooth lizardfolk are an exception to this rule, as they follow codes of honor and can genuinely understand and feel emotions. These are also the lizardfolk who are most likely to trade with the other races, and go on adventures.
Lizards and Dragons
Although the lizardfolk are not a draconic race, their fates are often intertwined with that of dragons. Black and green dragons often share the same habitats, and are known to employ lizardfolk as minions after sufficient intimidation. On the other hand, lizardfolk face far less prejudice from the draconic races, such as dragonborn and half dragons. They respect dragonborn the most as they feel that their natural weapons make them the most self-sufficient, even though they find it odd that the scales of most dragonborn are soft. The Steelscale dragonborn are the exception, as their scales are equally hardened across their body, as opposed to the lizardfolk who have areas on their body that are thicker than others.
Because of this, Steelscale dragonborn may benefit from their scales as an extra layer of defense (unless their scales are completely supplanted by heavier armor), while the lizardfolk's hide is a mere substitute for real armor. How-ever this is adequate for most lizardfolk, as they are able to do just fine by wearing little in very hostile environments.
Half dragons are greatly respected for their power and draconic lineage, while kobolds are seen as either an annoyance or a meal.
The more civilized lizardolk however will generally extend their respect to kobolds as well, provided they pose no threat to their tribe.
Lizardfolk Names
Lizardfolk take their names from the Draconic language. They use simple descriptive terms granted by the tribe based on an individual’s notable deeds or actions. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Lizardfolk Traits
Lizardfolk have many innate abilities derived from centuries spent warring among each other and defending themselves from the threats present in the jungles and swamps where they make their home.
Ability Score Increase. Your Constitution score increases by 2.
Age. Lizardfolk reach maturity around age 12 and rarely live longer than 60 years. However, some sharptooth tribes are known to live to be around 80.
Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. The more civilized sharptooth lizardfolk follow a code of honor, and tend to be neutral good.
Size. Lizardfolk vary in size, with poison dusk standing between 4 and 5 feet tall on average, blackscale standing around 8 feet tall on average, and sharptooth standing between 6 and 7 feet tall on average. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Natural Weapons. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also use your claws, which follow the same rules as your bite, but deal 1d6 + your Strength modifier slashing damage instead.
Natural Armor. You have tough, scaly skin. You can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, mon-strosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a greatclub (if the creature is Large or larger), a javelin, or 1d4 pieces of ammunition. You have proficiency with simple weapons.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Subraces. Choose one of the subraces below. Your choice will determine additional benefits.
Subraces
Sharptooth
The sharptooth are the most numerous of the lizardfolk, and usually live in and around bodies of water. They either actively hunt or float just below the water's surface, waiting for an unsuspecting animal to drink or swim by. Their bodies have adapted to survive in even the most fetid of swamps, which grants them a natural resistance to poison. The more civilized ones tend to roam more, forming tribes that hunt around bodies of water as well as on the plains.
Ability Score Increase. Your Wisdom score increases by 1.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals an additional amount of piercing damage equal to your Constitution modifier (minimum of 1), and you gain temporary hit points equal to your Constitution modifier (minimum of 1) + your level, and you can’t make this special attack again until you finish a short or long rest.
In addition, while you have less than half your maximum hit points remaining, you have advantage on attack rolls you make with your bite.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth and Survival.
Robust Survivor. You have resistance to poison damage, and advantage on saving throws against being poisoned.
Poison Dusk
The poison dusk are the smallest of the lizardfolk, and are renowned for their chameleon like skin and deadly poisons. They have poisonous glands that make them less desirable to predators, from which they have learned to distill poison. They value stealth and quick strikes over open battle, and are experts at ambushing. They enjoy the thrill of pursuit, and hunt down their quarry relentlessly. Their determina-tion never waivers, once they commit to something they will see it through. They live in secluded places and guard the secret location of their nests with their lives. They do not discriminate, all trespassers to their lands die the same.
Ability Score Increase. Your Dexterity score increases by 1.
Chameleon Skin. You can try to hide even when you are unobscured by pressing yourself up against a solid surface next to you, such as a tree or wall, that is at least as tall and wide as you are. You can also hide by pressing yourself against the ground, provided you are in the prone position. While hiding this way you have advantage on Dexterity (Stealth) checks, provided you are out of combat and you remain there without moving or taking actions.
Racial Poison. As a bonus action, you can activate your poisonous glands. These glands are inside your mouth, at the base of your claws, and outside on your skin, allowing you to apply this poison to your natural weapons and other weapons. For the next minute, you can apply this poison to any piercing or slashing weapon as part of an attack you make with that weapon. If the weapon is a ranged weapon, you can apply the poison to ammunition used by the weapon. You are immune to poison created from your own glands this way. A creature hit by the poisoned weapon or ammunition takes an additional 1d4 poison damage. This damage increases to 1d6 when you reach 11th level.
You can activate your poisonous glands this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can apply the poison to all your weapon attacks for the duration, but afterwards the poison loses its potency.
Predator. You gain proficiency in the Survival skill. In addition, you have advantage on Wisdom (Survival) checks to follow tracks and hunt wild game.
Blackscale
The blackscale are the largest and strongest of the lizard-folk, and are also the most aggressive. Their tribes often seek to expand the territory they hold, and kill any creature who gets in their way. They often prefer nightly raids, relying upon their innate darkvision. They are also known for their natural resistance against acid, which some scholars speculate is due to black dragon blood running in their veins. Blackscales have no patience for cunning ploys and setting traps, thinking that these are the tools of smaller, weaker lizardfolk. They prefer to just hit hard.
Ability Score Increase. Your Strength score increases by 1.
Acid Resistance. You have resistance to acid damage.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
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 but only in shades of gray.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Feats
Reptilian Regeneration
Prerequisite: Lizardfolk
You live a dangerous livestyle, and your body had to adapt to survive, allowing you to heal grievous wounds.
- Increase your Constitution score by 1, to a max. of 20.
- On a short rest, if you choose to expend Hit Dice, you regain an additional amount of hit points equal to your proficiency bonus per Hit Die rolled. You regrow severed body parts (fingers, legs, tail, and so on) within 1d4 days.
- You can release a surge of regeneration in your body as a bonus action. You regain a number of hit points equal to 2d6 + half your level (rounded down). You can't regain hit points this way again until you finish a short or long rest.
Poisoner (revised)
You can prepare and deliver deadly poisons.
- You gain proficiency with the poisoner's kit. When you try to harvest a dose of poison from a poisonous crea-ture, you have advantage on the required ability check.
- When you make a damage roll, you ignore resistance to poison damage. In addition, when you create a poison, you can specify a creature type. That poison ignores the immunity to poison damage and the immunity to the poisoned condition (if any) of creatures of that type.
- Once per turn you can apply poison to a weapon or piece of ammunition as part of an attack you make with that weapon or piece of ammunition, instead of an action.
- As part of a long rest, or one workday, you can create a number of doses of potent poison equal to your profi-ciency bonus, or double if you spend 30 gp worth of extra materials. It takes an action to coat one slashing or piercing weapon, or one piece of ammunition, with a dose. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition. Those hit must make a Constitution saving throw (DC 10 + your proficiency bonus) or take 2d8 poison damage and become poisoned until the end of your next turn.
Variant Poison Harvesting
You can use the following variant rule for harvesting poison from dead poisonous creatures, instead of the one listed in the Dungeon Master's Guide (page 258):
Poison Extraction: When poisonous creatures are killed, the player can attempt to harvest all their poison over the course of 10 minutes, followed by making an Intelligence (Nature) check using the poisoner's kit (proficiency with the poisoner’s kit applies to this check if the player doesn’t have proficiency in Nature) against the poison's save DC, for each type of creature. You automatically succeed if the poison doesn't have a DC. On a success, the player extracts 1d4 doses of poison from all the dead creatures combined for that type of creature. On a failure, all the poison is wasted, and those who are not proficient with the poisoner's kit suffer the effects of the poison. Players can use one dose of harvested Injury type poison to coat one slash-ing or piercing weapon or one piece of ammunition. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition (this works different than basic poison which lasts the full 1 minute duration). Applying the poison takes an action.
Spellscale
“ Sjach? Yeah, he visits the tavern from time to time. Nice enough fella, if you can get used to his extravagant outfits. Though many spellscales tend to be like that I guess.”
— Barnie, tavern keeper who has seen everything
It has long been known that many sorcerers have dragon blood in their veins, which allows them to naturally cast their spells without any formal education. The spellscales are proof of this, as they are often born when two sorcerers or a single particularly powerful sorcerer produces a spellscale as their offspring. Spellscales are draconic humanoids with an artistic flair, great intelligence, a talent for sorcery, and a great hunger for new experiences. Spellscales are, however, a distinct race. They breed true among themselves, and if one parent is a spellscale, their offspring will always be born as full blooded spellscales, regardless of the race of the other parent. Exceptions are tieflings, with whom the children are born as either parent, half dragons and dragons where they are born as half dragons (for the first seven generations), and lamia where their offspring are born as either spellscales or lamia. Spellscales embody the ego, individuality, and magic affinity of dragons, which is reflected by their flamboyant lifestyles.
Many half dragons feel pity for them, as they are unable to ascend to dragonhood as they can, while the less pleasant among them mockingly call them "mutts". Spellscales however, generally don't care about what their stronger draconic blooded cousins say, as they are quite happy with their flamboyant lifestyles. They are known for their ability to meditate upon the concept of one of multiple dragon gods, to gain a benefit based on their choice. While spellscales meditate and seeks inner truth, they view their interpretations as subjective. They live life without lingering regrets. After all, everything they have experienced or done has contributed to the individual they are today. Sensibility, not sense, rules spellscales in matters of affection. They feel love and other emotions with grand intensity, and a spellscale is usually happy with who they are.
Spellscales, their skin formed of lustrous smooth scales, come in a wide variety of hues including nearly every color of the rainbow. No spellscale is merely one color, but each displays a rich spectrum of variants on its main color. A spellscale who is primarily green might have patterns of a deeper, forest green over their body, fingernails and toenails of a slightly lighter green, and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds or lizardfolk.
Spellscale Names
Spellscales born to non-spellscale parents have names that are similar to those of their parent names. While spellscales born to spellscale parents are usually given elaborate names in Draconic. These names reflect their parents' philosophy and interests at the time of the child's birth. It's typical for these names to be idiosyncratic. As such, these names are often similar to those of dragonborn:
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Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Sjach, Tarhun, Torinn
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Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Livinia, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Spellscale Traits
Your draconic heritage manifests in a variety of traits you share with other spellscales.
Ability Score Increase. Your Charisma score increases by 2. Two other ability scores of your choice increase by 1.
Age. Spellscales mature quickly compared to other humanoids, and and reach adulthood by 12. They live to be around 150, and tend to start their adventuring lives early.
Alignment. Spellscales are strong individualists, and consider right and wrong to be a personal matter. As such they tend towards chaos and are often neutral.
Size. Unlike in most other humanoid races, spellscale females tend to be larger than males. Spellscales stand about as tall as short humans.
Speed. Your base walking speed is 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 but only in shades of gray.
Blood Quickening. As part of a long rest, you can meditate and choose one dragon god from the Blood Quickening Meditations on which you meditated. You don't have to worship or even agree with the dragons you meditate on, you just acknowledge their power and become inspired by them in some way, granting you the ability to call upon the latent powers within your draconic blood in a unique way. If you do, you gain the benefit listed in the Blood Quickening Meditations that is associated with that dragon god. If you choose a different dragon god than the one you meditated on previously, you will lose the benefit you gained from meditating on that other dragon god.
Languages. You can speak, read, and write Common and Draconic.
Blood Quickening Meditations
Whenever you finish a long rest, you can choose a dragon god on which you meditated. You gain the benefit that is associated with that dragon god as listed below.
Asgorath: Meditating on the Great Eternal Wheel will grant you greater insight into magic. You know one cantrip of your choice from the sorcerer spell list while this medi-tation is active. You can choose a different cantrip this way after finishing a long rest. The cantrip's spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). You can use your bonus action to infuse yourself with arcane might for 1 minute. During this minute and once on each of your turns, you can deal extra damage to one target when you deal damage to it with a cantrip. The damage is the same type as the damage dealt by the cantrip, and equals your level. Once you use this trait to infuse yourself this way, you can't use it this way again until you finish a long rest.
Bahamut: Meditating upon the king of the good dragons grants you a merciful breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas (DC 8 + your Constitution modifier + your proficiency bonus). If you do, choose one:
- Each creature of your choice in a 15-foot cone, which originates from you, must make a Strength saving throw or be pushed back 20 feet away from you and be knocked prone.
- Each creature in a 15-foot cone, which originates from you, must make a Constitution saving throw or become incapacitated until the start of your next turn.
Once you use this breath weapon, you can’t do so again until you finish a long rest.
Faluzure: Focusing upon the Night Dragon attunes you to the immensity and power of death. Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can add your Constitution modifier, instead of your Strength modifier, to the attack rolls when you attack with your bite. It deals 1d6 + your Strength or Constitution modifier (your choice) piercing damage on a hit. While you have less than half your maximum hit points remaining, you have advantage on attack rolls you make with your bite. Starting at 3rd level, you count as being permanently affected by the magic fang cantrip (page 144). When you attack with your bite and hit a creature that isn't a construct or undead, you can drain their life and regain hit points equal to the piercing damage dealt by your bite. You can drain life this way with your bite a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Lendys: Meditating upon the dragon god of justice grants you a judicious breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature of your choice in the area must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus), or take 2d6 damage of a type you choose from the Dragon Species and Damage Types table (page 117) on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. Other creatures in this area, that you choose not to deal damage to with this breath weapon, will be unaffected. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Garyx: Meditating on the power of the All-Destroyer grants you a fraction of its might. As a bonus action, you can touch a simple or martial weapon and infuse it with a damage type you choose from the Dragon Species and Damage Types table (page 117). For the next minute, the weapon deals an extra 1d4 damage of that type when it hits.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Sardior: Meditating on the psionic might of The Ruby Dragon grants you supernatural mental powers. You can telepathically speak with any creature within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. You and the creature can only communicate simple ideas this way. At 3rd level, you can use your bonus action to temporarily take flight for 1 minute by using your psionic powers, during which you gain a flying speed equal to your walking speed and you can hover. Afterwards you must finish a long rest before you can use this flight again.
Tamara: Meditating on Her Beneficence grants you the power to heal yourself and others. You know the cure wounds spell while this meditation is active. During this time you can cast this spell once without expending a spell slot. When you cast this spell this way at 3rd level, you cast it as a 2nd level spell. When you cast this spell this way at 5th level, you cast it as a 3rd level spell. Once you cast this spell 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 1st level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).
Tiamat: Meditating upon the Dragon Queen grants you a merciless breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Choose acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw (DC 8 + your Constitution or Charisma modifier (your choice) + your proficiency bonus), or take 2d8 damage of the chosen type on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d8 at 5th level, 8th level, 11th level, and 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Subraces, Elven (Draconic)
The Underdark is a dangerous place, as aside from monster threats there is also the influence of the faerzress. The faerzress is a magical radiation found only in the Under-dark, and is a remnant of the forces that shaped the Under-dark itself. This radiation has a profound effect on the drow, and causes the children of drow and dragons to be genetic-ally more drow than dragon. The zekyl and drow-dragons (half-deep) are the most common of these "half dragons", and each are considered to be their own elven subrace. At your DM's discretion, if you are playing an elf, you can choose one of the following options as your elven subrace.
NOTE: These subraces gain six traits while other elven subraces gain fewer traits, because Sensitive Eyes is a negative trait and Superior Darkvision compensates for it. See also page 102 for additional trait options for drow.
Zekyl
The zekyl (also known as zekylynor) are the offspring of shadow dragons and their drow partners. The shadow dragons of clan Jaezred created the zekyl as a slave race, until they eventually rose up against their full shadow dragon masters, and formed the secret patriarchal organization known as Jaezred Chaulssin. Now they seek to destroy drow society from within and end the oppressive and cruel matriarchy that Lolth has forced upon the drow race. Though their reasons are less benign, as they seek to rule over all of drow kind themselves, while secretly living among them. As they grow stronger, they are able to ascend to dragonhood in a similar manner as half dragons are, and will become known as draa'zekyl or drow-dragons (not to be confused with the drow-dragons (half-deep), which are an entirely different elven subrace). However, due to the influences of the Shadowfell on their bloodline, as well as the effects of the faerzress in the Underdark, they are not truly half dragons themselves, as they are genetically closer to their elven lineage. Which is why, when ascended, they consider themselves to be an entirely different species.
Due to the chaotic influences of the Shadowfell, their appearance varies, but they always share some draconic characteristics. Some might look like normal half dragons, while others could have less draconic traits (such as drow legs) or even more draconic traits; such as a full dragon's head. Their shadow touched nature allows them to change their appearance, enabling them to infiltrate drow society from within. They are also far more likely to develop wings than regular half dragons are, which scholars believe is due to the influences of the Shadowfell instead of a deity. The zekyl are led by their ascended kin, now called drow-dragons, who genuinly care for them as a family. Because of this strong bond, most zekyl have a strong sense of loyalty to the drow-dragons that govern over them. Yet some zekyl follow the deities Vhaeraun and Eilistraee, whom they consider allies against Lolth. While others become adventurers, and seek to leave the Underdark all together.
If you play an elf, you can choose zekyl as your elven subrace. You have access to all items, feats and epic boons that drow and half dragons have access to. When you ascend to dragonhood you turn into an adult red shadow dragon (Monster Manual page 84 and 98). You also gain the following racial traits:
Ability Score Increase. Your Charisma score increases by 1.
Change Shape. You can cast the disguise self spell once with this trait, and you regain the ability to do so when you finishing a long rest. You can also cast this spell using spell
slots you have of 1st level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). When you cast the disguise self spell to disguise as an elf, the disguise remains until you cast this spell again.
Breath Weapon. You can use your breath weapon as an action, after which each creature in a 15-foot cone which originates from you must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, it recharges 1 minute after you used it. When you reduce a creature to 0 hit points with your breath weapon, and you have the Improved Breath Weapon feat, you can spend 2 empower points to raise a shadow (Monster Manual page 269) from its corpse. It lasts for 1 hour, can't reduce Strength or create new shadows on its own, is friendly to you, and understands and obeys your commands. In combat, it shares your initiative count, but it takes its turn immediately after yours.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sensitive Eyes. While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight.
Languages. You can speak, read, and write Draconic.
Zekyl players can choose the shadow dragon as their chosen dragon for subclasses that make you choose between different dragon types. Its damage type is necrotic. The shadow dragon counts as either a metallic or chro-matic dragon (your choice). Zekyl Dragon Domain clerics (page 44), that chose the shadow dragon for their Draconic Blessing, will deal necrotic damage in a 30-foot cone (Dex. Save) with their Dragon's Wrath Channel Divinity feature. When zekyl players gain the Drow High Magic feat, they can exchange the levitate spell with the shadow blade spell.
Drow-Dragon (Half-Deep)
Also commonly called half deep dragons, the drow-dragons (half-deep) are born from a union between a drow and a deep dragon (also known as a purple dragon), or are descendants from such unions. These elves are not to be confused with zekyl who have ascended to dragonhood and also call themselves drow-dragons. Drow are the only creatures with whom the deep dragons interact, and form alliances with, while the drow are willing to tolerate the deep dragons for their shared interests. The skincolor of drow-dragons (half-deep) is a deep maroon, which many believe is due to the influence of the faerzress of the Under-dark, which also causes them to be more elven than half dragon. Their appearance is a little less chaotic than that of the zekyl, as most look like regular half dragons, aside from their deep maroon skincolor and (occasional) lack of horns.
Drow-dragons (half-deep) have an affinity towards necro-mancy similar to their full blooded deep dragon cousins. This is because deep dragons tend to lay their eggs near a place with lingering undead energy. They do this in the hopes that this will cause their young to have some necro-mantic affinity (or even turn them into shadow dragons entirely), to help them survive in the Shadowfell should they ever have to enter that plane. This affinity towards necro-mancy is passed on to drow-dragons (half-deep), who often become accomplished and deadly necromancers (page 88).
If you play an elf, you can choose drow-dragon (half-deep) as your elven subrace. You have access to all items, feats and epic boons that drow and half dragons have access to. When you ascend to dragonhood, you turn into an ancient deep dragon (Fizban's Treasury of Dragons page 173). You also gain the following racial traits:
Ability Score Increase. Your Intelligence score increases by 1.
Infravision. You have infravision out to 60 feet. You can see creatures and objects in this range that are warmer or colder than their environment, as if they are under bright light. You can for example see cold-blooded animals this way, as their temperature is still slightly different than that of their environment. You cannot see invisible creatures this way, as magical invisibility also blocks infrared light, but you can see through light obscurement like patchy fog.
Breath Weapon. You can use your action to exhale a cloud of spores. When you use your breath weapon, each creature in a 15-foot cone which originates from you must make a Wisdom saving throw (DC 8 + your Constitution modifier + your proficiency bonus). A creature takes 2d6 psychic damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, it recharges 1 minute after you used it. Creatures that fail their saving throw against your breath weapon by 5 or more become frightened of you until the end of their next turn.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sensitive Eyes. While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight.
Languages. You can speak, read, and write Draconic.
A Supplement for Everyone
The racial traits found in this book follow the recent developments from Wizards of the Coast, except for the ability score increases, which are still tied to your race and subrace. This is done for thematic purposes, but those that wish to change their ability score in-creases can take any ability score increase they gain in their race or subrace and apply it to an ability score of their choice. If they gain more than one increase, they can't apply those increases to the same ability score. See also page 101 for additional variant rules for traits. Those that wish to use the newer rules for traits, while still using the older race traits, can use these rules:
Spell Flexibility: You can also cast spells that are tied to your racial traits or tied to your racial feats (if any) by using spell slots you have of the appropriate level. Your spellcasting ability for these spells is now Intelligence, Wisdom, or Charisma (your choice).
Trait Flexibility: If you have a racial trait or a racial feat (outside of the ones listed in this book) which has a feature (a spell or some other effect) that can only be used once, and afterwards you regain the ability to do so after finishing a short or long rest, then at your DM's discretion you can instead use that feature a number of times equal to your proficiency bonus and regain the ability to do so after finishing a long rest. You can only use the feature once per turn.
Racial Weaponry: If you have a racial trait or a racial feat that grants a natural weapon with a base damage die of 1d4, you can use a 1d6 damage die for it instead.
Natural Sprinters: If your race gives you a speed that is lower than 30 feet, it increases to 30 feet instead.
Subraces, Elven (Additional)
At your DM's discretion, if you are playing an elf, you can choose one of the following options as your elven subrace.
Avariel
The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air. Avariel society has two distinct subcultures: diametrically opposed in their respective philosophies, but nonetheless working together in perfect harmony. The peaceful avariel focus their attention on the arts as well as diplomatic and scholarly endeavors, whereas the warlike avariel are fierce warriors who abide by a strict code of honor in combat. Choose one of these avariel subcultures for the traits below:
Ability Score Increase. Your Intelligence or Wisdom score (your choice) increases by 1.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. At 14th level, this flying speed increases to 50 feet.
Avariel Academia (Peaceful only). You have proficiency with one type of artisan's tools or musical instrument of your choice and one of the following skills of your choice: Arcana, History, Performance, or Persuasion.
Avariel Weapon Training (Warlike only). You have proficiency with spears, pikes, shortbows, and longbows. While wielding a spear, the weapon is considered to have the finesse property and a 1d8 (1d10) damage die for you.
Lythari
Lythari, with their soft, yet bestial appearance, are sometimes mistaken for werewolves (and rightfully so, as they can indeed take the form of a wolf). Contrary to typical lycanthropes however, these elves are kind-natured and possess no hyrid form. Like true wolves, they prefer to travel and hunt in packs, sometimes remaining in their wolf form for months or even years at a time.
Ability Score Increase. Your Wisdom score increases by 1.
Wolf-Kin. Your bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While you are transformed into a wolf or dire wolf, you can add your proficiency bonus to your AC and to the attack rolls, damage rolls, and DC of your bite.
Lythari Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow.
Wolf Shape. You can communicate simple ideas with wolves, using gestures and sound. As an action, you can assume your wolf form by using the rules of the druid's Wild Shape feature, but only to turn into a wolf or dire wolf (if you are 8th level, or a 2nd level Circle of the Moon druid), and you regain the ability to do so after finishing a short or long rest. Effects that improve the Wild Shape feature also improve this trait. When you turn into a wolf or dire wolf, you ignore the time limit rules of the Wild Shape feature.
Wild Elf
Wild elves have an appearance similar to that of wood elves, but are notably more feral and savage. Generations of living in the wilderness have refined them into a much hardier form, and they often find themselves more readily accepted by the beasts of the forests than other elves, even their wood elf cousins. The green elves of Faerun are wild elves, as are the grugach in the Greyhawk setting.
Ability Score Increase. Your Strength score increases by 1.
Agent of the Wilds. You know one druid cantrip of your choice. At 3rd level, you can cast the speak with animals spell once with this trait, and at 5th level you can cast the beast sense spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Tribal Hunter. You gain proficiency in the Survival skill.
Wild Elf Weapon Training. You have proficiency with the spear, shortbow, longbow, and net. While wielding a spear, the weapon is considered to have the finesse property and a 1d8 (1d10) damage die for you.
Additional Half-Elf Traits
At your DM's discretion, you can create a half-elf character whose elven heritage stems from one of the elven subraces mentioned in this book. If so, you can exchange your Skill Versatility trait with another trait based on your elven heritage. Driders aren't included as they are either unable to reproduce or their young are always born as driders.
Avariel. You gain the Wings trait of the Wayfarer dragon-born subrace (page 7), but as feathered wings instead.
Drow-Dragon (Half-Deep). You gain the Infravision trait of the drow-dragon (half-deep).
Lythari. You gain the Wolf Shape trait of the lythari.
Wild Elf. You gain the wild elf's Agent of the Wilds trait.
Zekyl. You gain the Change Shape trait of the zekyl.
Drider
Driders are drow that have been transformed from the waist down so they have the body of a spider. The transfor-mation is typical a punishment for failing a test of Lolth, and turns them into centaur-like creatures; appearing as drow from the waist up, and with their lower portions replaced by the abdomen and legs of immense spiders.
Driders are generally sexless, because Lolth did not want to have a race of enemies to the drow. Yet there are rumors from distant drow settlements, of how enemies of Lolth reversed this for a few, to try to create a race of drow-hating driders that can reproduce. The stories also tell of how the process failed, as the newly created driders were generally kind hearted, and Lolth let them live as a way to mock the failed attempt. Regardless of what their origins are, they are often viewed with contempt by drow society. Because of this many driders hold contempt for drow and Lolth, or they become zealots that try to redeem themselves before the spider queen, while yet others simply try to get by and use their ability to create spider silk to make beautiful silken clothes. Driders that have been directly created by Lolth's transformation tend to look more monstrous, while those from the rumors tend to look a little more comely yet still somewhat unpleasant due to their spider bodies. Those directly created by Lolth's transformation are often blood-thirsty, and many harbor a death wish that makes them want to die in battle, preferably against drow. While many others, like the more kind hearted driders from the rumors, become gifted weavers or even accomplished adventurers.
If you play an elf, you can choose drider as your elven subrace with your DM's permission. You have access to all items, feats and epic boons that drow have access to (see also page 101). You gain the following racial traits:
Note: If you are playing a drow who undergoes the transformation into a drider, you can replace your drow racial traits with the drider racial traits described here.
Ability Score Increase. Your Charisma score increases by 1.
Drider Body. You have a climbing speed equal to your walking speed, you can climb on webbing, and you ignore movement restrictions and conditions caused by webbing. You can climb while leaving your hands free. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your own body counts as a usable weaver's tools that you are proficient with and only you can use. At 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings. Also at 3rd level, you can use your webbing as a resource to weave objects. Doing so you can create silken rope, which you can also use to anchor your web, as well as other objects at your DM's discretion. As part of a long rest, you can now either create 4 sq. yds. of silk, or a silken outfit that weights 4 lbs. It can be worn under robes, and wearers can calculate their AC as 11 + their Dexterity modifier.
Drider Magic. You know the poison spray cantrip, and you can choose to cast it as a melee spell attack. When doing so, the spell requires no components, and when you hit the target it automatically fails the saving throw and takes an extra 1d6 piercing damage, as you deliver the spell through your fangs. At 3rd level you can cast the web spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast the web spell, and you concentrate on it for 1 minute while it is anchored, it becomes permanent and you no longer need to concentrate on it. At 5th level, your webbing becomes harder to see, and creatures other than driders or spiders must make a Wisdom (Perception) check against your spell save DC in order to see your webbing. You can also cast this spell using spell slots you have of 2nd level or higher.
Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).
Drow Spell Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sensitive Eyes. While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight.
Chapter 2
Subclasses