> ##### Optional Rule: Martial Multiclassing >At your DM's discretion, if you have the Extra Attack feature and would gain Extra Attack from another class, you can instead choose to gain an additional fighting style that you don't already know from one of those classes. Extra Attack from different classes cannot stack. If none of your classes have access to a fighting style, you can choose one from the fighter class. \pagebreakNum ## Path of the Totem Warrior, Dragon Totem Spirit The **dragon** is an optional totem spirit that can be chosen by barbarians who follow the **Path of the Totem Warrior**. Many who choose this option are from tribes that worship dragons, and who hold draconic might in high esteem. Surprisingly, dragons tend to shy away from creating too many half dragons with these primitive humans. Scholars believe that this is because dragons are aware of the pride and arrogance of those who share their blood, and when combined with human ambition and the tribes their lust for war, this could have dire consequences. This is also why many half dragons form communities for survival, despite how fast they reproduce, as they share the pride of their dragon ancestors but not their powerful bodies. Instead, these human tribes create champions known as totem guardians. These totem guardians are among the strongest members of their tribe, and are responsible for protecting their tribes and dragon masters. They are chosen either by dragonspeakers, as a result of dream visions, or directly by the dragons themselves. ##### Seren Tribes (Eberron Setting) The Seren Tribes are the inhabitants of Seren Islands. There are about thirty tribes in all, and each tribe worships a different draconic patron. If their legends are to be believed, the Seren Tribes are the result of ancient covenants with these draconic patrons: usually to defend the lands of Argonnessen from the weak and unworthy. ### Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates scales, fur, feathers, claws, teeth, or bones of the creature. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. ___ **Dragon.** When raging, you deal an extra 1d6 damage to a creature whenever you hit it with a melee attack, the type of which is determined by your totem dragon. ___ *Special:* If you have taken a dragon totem feature, choose a dragon from the Dragon Species and Damage Types table (page 117) as your totem dragon. In addition, you can speak, read, and write Draconic. ___ **Tiger (revised).** While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance, and if you move at least 20 feet in a straight line toward a creature you gain advantage on melee weapon attack rolls against that creature that turn. ### Aspect of the Beast At 6th level, you gain a magical benefit based on the totem spirit of your choice. You can choose the same totem spirit you selected at 3rd level or a different one. ___ **Dragon.** You gain resistance to your totem dragon's damage type. If you already have resistance to this type, then you reduce damage of that type by an amount equal to your Constitution modifier (min. of 1) after halving the damage. ### Spirit Walker At 10th level, if you have taken a dragon totem feature, you can seek out dragons with the *commune with nature* spell. ### Totemic Attunement At 14th level, you gain a magical benefit based on a totem spirit of your choice. You can choose the same totem spirit you selected previously or a different one. ___ **Dragon.** While you’re raging, when you hit a creature with a melee attack you can create a burst of intense energy in a 10-foot-radius sphere around that creature as a bonus action. Each creature other than you in that area takes 3d6 damage of the type associated with your totem dragon. #### Optional: Totem Guardian Totem guardians are Path of the Totem Warrior barbarians who can only choose the dragon as their totem spirit. If you choose this limitation at 3rd level, you grow retractable claws from the tips of your fingers as natural weapons, which you can use to make unarmed strikes. Extending or retracting the claws requires no action. 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. In addition, you count as being permanently affected by the *magic fang* cantrip (page 144). ## Feats ### Natural Weapon Master *Prerequisite: Permanent Claws or Bite Natural Weapon* - Increase your Strength score by 1, to a maximum of 20. - When you take the Attack action to attack with your claws, provided both your hands are free, you can make one attack with your claws as a bonus action that turn. - If you hit a target with your bite, you can use your bonus action to make a grapple check against it. While grappling a target with your bite this way, your bite has advantage on attack rolls against it. - Your natural weapons deal additional damage of the same type dealt by them equal to your proficiency bonus. \pagebreakNum ## College of Playful Mockery Bards of the College of Playful Mockery are playful tricksters who prefer to taunt and mock their foes into submission rather then directly fight them. They are known for speaking uncomfortable truths, in a way that playfully mocks the target of their jokes. This way people can laugh about it and see the truth behind these taunts. They especially revel in targeting social stigmas set up by those that seek to control the way people speak, and through that the way people think. Their jokes cause people to laugh about these stigmas, which lessens their control over them. This ultimately results in a more open and free discussion on how to improve society. The College of Playful Mockery was set up by an ancient copper dragon, who at first merely sought to teach others his skill at playing tricks on people. However, over time he began to understand the importance of unrestricted humor in mortal society, and how laughter can be used as a tool for the greater good. Even if their jokes walk the fine line between being mean and being playful, calling out the uncomfortable truths in the world has done far more good than harm. As such they will never allow their voice to be silenced or restricted, nor the voices of others.
\pagebreakNum ## Arcana Domain, Revised Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. This domain along with the Dragon domain are popular among half gold dragon clerics, as their people are known for both their wisdom as well as their affinity towards arcane magic. Many half gold dragon clerics follow the god Asgorath (also known as Io) who is the leader of the dragon pantheon, and both domains are part of his portfolio.
\pagebreakNum ### Channel Divinity: Dragon's Wrath Starting at 2nd level, as an action, you can use your Channel Divinity to unleash a devastating exhalation of energy; your breath weapon. Your Draconic Blessing determines the size, shape, and damage type of your breath weapon. When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one. ### Legendary Protection At 6th level, your deity grants you the fabled defenses of dragon kind. You gain the following benefits: - You gain resistance to the damage type associated with your Draconic Blessing. If you already have resistance to this damage type from another source, then you can choose to instead reduce damage of that type by an amount equal to your Wisdom modifier (minimum of 1) after halving the damage. - While wearing heavy armor, you gain a +1 bonus to your AC. You also gain this bonus while wearing scale mail made out of dragon scales. ### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Draconic Blessing to the target. When you reach 14th level, the extra damage increases to 2d8. ### Shock and Awe At 17th level, as an action, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. Choose any creatures that are within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours. In addition, creatures of your choice within 30 feet of you gain advantage on the next attack roll they make within the next minute, provided they can hear you. When you use your Dragon's Wrath Channel Divinity feature, you can use your bonus action to exude a terrifying presence, which causes all the above effects. The difference is that foes and allies (only) need to see you. ___ **At your DM's discretion, if you are a cleric with the War domain, you gain the Guided Fury feature at 6th level.** >##### Guided Fury (War Domain) >*6th-level cleric feature, requires the War divine domain*Your War Priest feature no longer has a limited amount of uses, and you can now also use it when you use your action to cast a spell. Those affected by your Guided Strike and War God's Blessing features also gain a +10 bonus to one of the damage rolls of the attack. \pagebreak ## Scalykind Domain Commonly known as Lizard Priests, these clerics are exclusively lizardfolk, but unlike most lizardfolk venerate their ancestors and follow a code of honor. Lizardfolk are generally regarded as a pragmatic people, the exception to this however are the more civilized variants of the Sharptooth lizardfolk. These Sharptooth lizardfolk adorn themselves with feathers as a sign of respect to their ancestors, whom they refer to as dragons. In some cases their ancestors answer back, and share their divine power with a select few of their descendants. Lizard Priests do not worship a god in the traditional sense, like other clerics do, but instead worship the collective of all the ancestors who came before them. Some more primal and powerful than others. They answer their prayers, and function like any other god would. Granting them their strength, and sometimes even the form of one of their mighty "dragon" ancestors. Their holy symbol references their ancestors, and it's appearance is varied and depends on the lizardfolk's tribe. Their ancestors forbid them from summoning undead creatures, except when summoning one of their forebears. They refer in their traditional tongue to their ancestors as dragons, but after adventuring they often find that the term ancestors is more appropriate, as the other races tend to make strong distinguishes between true dragons and what they call "dinosaurs".
## Optional: Pseudodragon Unlike wizards, sorcerers usually don't have familiars to act as their companions. A way around that is to gain the trust and friendship of a pseudodragon. This option is not a stan-dard part of this revision and your DM must approve of it. At your Dungeon Master's discretion you may be approached by a pseudodragon during your adventures. Due to its advantages, it is recommended that this happens around 5th level. After you have gained the pseudodragon's trust, usually gained over an extended period of time, you may bond with it. Your pseudodragon will gain the game statistics listed in this work instead of those in the *Monster Manual*, provided you are a sorcerer or wizard. As an action, you can summon your Pseudodragon to appear within 5 feet of you, if it is willing. Should your pseudodragon die, then you can revive it with full health by expending a 1st level (or higher) spell slot. After you revive your pseudodragon, it will not approach you for (usually) 8 hours as it is upset that you allowed it to die. It will however not break the familiar bond it has with you, but be sure to pamper it afterwards, like you would a cat. However, even though your pseudodragon loves being pampered, you must avoid calling it your "pet" at any cost, for there is a chance that it will leave you if you do. After all, your pseudodragon companion is your friend, not some kind of dog. Despite this, it loves being called cute names, and it adores being cuddled like a pet would. Pseudodragons actually revel in the cuteness of their spoken name, and names like Snookie or Cuddles or Boo Boo are quite popular. Pseudodragons are also famous for their venom, which is used as a magical ingredient, and fetches a high price on the market. Your pseudodragon will however not allow you to "milk" it, and if you slay it you can never bond with another pseudodragon again. \columnbreak ___ > ## Pseudodragon >*Tiny dragon, neutral good* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 9 + your level > - **Speed** 15 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|18 (+4)|14 (+2)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Dex +6, Con +4, Wis +3 > - **Skills** Perception +3, Stealth +6 > - **Senses** blindsight 10 ft., darkvision 60 ft, passive Perception 13 > - **Languages** Understands common and draconic but can't speak > ___ > >***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks. > >***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects. > >***Limited Telepathy.*** The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. > >***Familiar.*** This pseudodragon has a magic, telepathic bond with you. You can sense what the pseudodragon senses as long as you are within 1 mile of each other. You share its Magic Resistance trait if it is within 10 feet of you. > > ### Actions > ***Sting.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 1d4 + 4 piercing damage. The target must succeed on a Constitution saving throw against your spell save DC -5, or fall unconscious for 1 minute. It wakes if it takes damage or another creature uses an action to wake it. \pagebreakNum
## Faerie Dragon (variant) Optionally, a DM can allow sorcerer and wizard players to bond with a faerie dragon instead of a pseudodragon. The faerie dragon is a close relative of the pseudodragon, however they are especially mischievous, and often refered to as the pranksters of the wild. Like true dragons, faerie dragons grow stronger with age, but they mature much more quickly and live shorter lives. Because their predominant scale hue runs the colors of the rainbow over their lifetime, their color is a direct indicator of their age and power. However, faerie dragons who bond with wizards or sorcerers age more rapidly, while extending their overall lifespan. Your faerie dragon follows the same rules as a pseudodragon, and shares its stat block. However, it loses its Sting action and gains the following features: ___ **Superior Invisibility.** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ___ **Innate Spellcasting.** Innate Spellcasting. The dragon’s spell save DC is equal to your own. It can innately cast a number of spells, requiring no material components. As you gain levels the dragon ages and changes color, and gains additional spells as shown below. **Level 3:** Red, *dancing lights, mage hand, minor illusion* **Level 4:** Orange, 1/day: *color spray* **Level 5:** Yellow, 1/day: *mirror image* **Level 6:** Green, 1/day: *suggestion* **Level 7:** Blue, 1/day: *major image* **Level 8:** Indigo, 1/day: *hallucinatory terrain* **Level 9:** Violet, 1/day: *polymorph* ___ **Bite.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage. ___ **Euphoria Breath (Recharge 5–6).** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a Wisdom saving throw against your spell save DC -3, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: **1–4.** The target takes no action or bonus action and uses all of its movement to move in a random direction. **5–6.** The target doesn’t move, and the only thing it can do on its turn is make a Wisdom saving throw against your spell save DC -3, ending the effect on itself on a success. ## Items #### Sorcerous Cleaver *Weapon (battleaxe), rare (requires attunement by a sorcerer)* ___ When making an attack roll with a spell, you can engulf the weapon with the spell's energy type and swing it into melee, or throw it towards your foes after which it instantly returns to your hand due to the spell's magic. You can also use a bonus action to summon it to your hand, if it is on the same plane of existence. You can use it as a spellcasting focus. You gain a +1 bonus to attack and damage rolls made with this magic battleaxe. You are considered proficient with it even if you lack proficiency with battleaxes. This battleaxe grants a +2 bonus to spell attack rolls. When you hit a creature with a spell that requires an attack roll, the target takes an extra 1d8 slashing damage. >**NOTE:** Although it is thematic, dragonborn and half dragon Draconic Bloodline players do not have to pick the same Dragon Ancestor as their racial Draconic Ancestry. This revision adds an additional benefit for players that do go that route, as they already have the dragon's resistance. But it is perfectly reasonable for a half dragon or dragonborn sorcerer to draw their power from one of their other dragon ancestors, granting them a mix of draconic traits from both bloodlines. > >An example of this is the half black dragon sorceress below, whose magical might comes from her gold dragon ancestor, granting her a unique appearance. >**Sorcerous Hammer:** This weapon is a variant of the Sorcerous Cleaver, and a favorite of half red dragon Storm Sorcerers. It is a warhammer instead of a battleaxe, and deals 1d8 bludgeoning damage instead. \pagebreak ## Optional: Class Features Throughout the history of Dungeons and Dragons the sorcerer class has been known for the flexibility of its spellcasting. In 5th Edition, this is achieved through their Font of Magic and Metamagic features. However, in practice the sorcerer class has the smallest number of spells known and the most restrictive spell list of any spellcasting class. These optional features give sorcerers more flavor by letting them use their own magical essence instead of a spellcasting focus, and also give them their Spell Versatility feature from Unearthed Arcana back, as well as give several sorcerous origins an expanded spell list known as Origin Spells. This increases their number of spells known, and provides some sorcerous origins with additional features. ### Optional Sorcerer Features At 1st level, a sorcerer gains the following features. ##### Sorcerous Essence *1st-level sorcerer feature* You can cast sorcerer spells without requiring material components, except material components that have a cost. ##### Spell Versatility *1st-level sorcerer feature* Whenever you finish a long rest, you can replace one spell you learned from your sorcerer Spellcasting feature with another spell you can learn from that feature. The new spell must be the same level as the spell you replace. ##### Origin Spells *1st-level sorcerer feature* You learn additional spells associated with your sorcerous origin when you reach certain levels in this class, as shown on the Origin Spells tables. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know, and it can't be replaced. ##### Divine Soul Origin Spells | Sorcerer level | Spells | |:----:|:----|:----| | 1st | *guiding bolt, sanctuary* | | 3rd | *aid, enhance ability* | | 5th | *beacon of hope, revivify* | | 7th | *aura of purity, guardian of faith* | | 9th | *dispel evil and good, raise dead* | ##### Draconic Bloodline Origin Spells | Sorcerer level | Spells | |:----:|:----|:----| | 1st | *burning hands, chromatic orb* | | 3rd | *dragon's breath, see invisibility* | | 5th | *fear, fireball* | | 7th | *elemental bane, stoneskin* | | 9th | *dominate person, hold monster* | ##### Shadow Magic Origin Spells | Sorcerer level | Spells | |:----:|:----|:----| | 1st | *inflict wounds, silent image* | | 3rd | *invisibility, shadow blade* | | 5th | *fear, hunger of hadar* | | 7th | *phantasmal killer, shadow of moil* | | 9th | *mislead, negative energy flood* | ___ **Shadow Magic, variant:** When you kill a creature with the *negative energy flood* and *finger of death* spells, it raises a shadow (*MM* page 269) instead of a zombie. Shadows created this way cannot create new shadows on their own. ##### Storm Sorcery Origin Spells | Sorcerer level | Spells | |:----:|:----|:----| | 1st | *thunderous smite, thunderwave* | | 3rd | *gust of wind, shatter* | | 5th | *call lightning, sleet storm* | | 7th | *ice storm, storm sphere* | | 9th | *destructive wave, maelstrom* | ___ **Storm Sorcery, variant:** When you cast a spell that deals lightning or thunder damage or a spell from your Origin Spells feature, that affects creatures that you can see, you can choose which creatures are affected by the spell. You gain proficiency with light armor, shields, and martial weapons. At 6th level, you can cast the *thunderous smite* and *thunderwave* spells without expending a spell slot. ##### Wild Magic Origin Spells | Sorcerer level | Spells | |:----:|:----|:----| | 1st | *chaos bolt, tasha's hideous laughter* | | 3rd | *crown of madness, misty step* | | 5th | *blink, enemies abound* | | 7th | *confusion, polymorph* | | 9th | *animate objects, synaptic static* | ___ **Wild Magic, variant:** At 6th level, when you cast any of the spells learned from your Origin Spells feature, you can cast it by expending a spell slot as normal or by spending a num-ber of sorcery points equal to the spell’s level. Once per turn when you spend sorcery points, you can reduce the cost of the effect by 1 sorcery point, but the DM can have you immediately roll on the Wild Magic Surge table. >**Variant Half Red Dragon:** Some half red dragons are blessed by the storms, and can exchange their +2 Strength and +1 Constitution ability score increase with a +2 Charisma and +1 Strength increase instead. \pagebreakNum ## The Dragon Student The Dragon Student is an unusual patron, as you are the one teaching it. Your power comes from your dragon student, but it is you who helps it harness this awesome power. Technically this power comes from Io, the dragon primordial of creation, who gifted this power as an other-worldly patron. But it's your dragon student who grants it to you directly. This is why you are more warlock than wizard. You are a Dragon Master, a student of the Darastrix Academy. At a young age you were bonded with a dragon wyrmling, entrusted to you by its dragon parents. Even though you are a student, you are a master in your own right to your dragon wyrmling, as you teach it to harness its power. Due to the bonding, your wyrmling shares your drive to learn its dragon magic quickly, at the cost of other aspects of its draconic might being weakened. Although you are technically a wizard, the bond that you have made with your dragon has granted you access to its dragon magic, but in exchange your own studies towards the arcane have been limited. However, the ability to delve into the secrets of dragon magic more than makes up for that. Now you and your dragon partner go out on adventures, as you seek to put the power of dragon magic into practice. Most Dragon Masters are human, but half dragons have been known to teach siblings. Brown, celestial, deep, fang, gem, gray, moonstone, song, and steel dragons don't send their young to become dragon students, due to their secretive nature. Your magical bond with your dragon companion grants you access to its powerful dragon magic in addition to your own mortal magic. For example, a *Bigby's hand* would look like a fist when cast by a humanoid, and as a flaming claw when cast by its red dragon student. And even though you still need to study, most of your magical power comes from this bond. As such, Dragon Masters have a saying when it comes to their dragons: You teach me and I teach you.
\pagebreakNum ## New Eldritch Invocations When you gain invocations outside of the ones listed here, that refer to you (such as the Agonizing Blast invocation), they also apply to your dragon companion. #### Breath Weapon ***Prerequisite:*** *eldritch blast cantrip, Bonded Dragon feature* ___ Dragon magic is elemental magic, and a dragon's breath weapon is one of the simplest expressions of this power. Although the bond has weakened many of your Dragon's draconic attributes, it has enhanced its magical potential, and this invocation brings back some of its lost power. When you command your Dragon to cast *eldritch blast*, you can choose to change it into an area attack with a DC saving throw, which is different for each dragon and listed in the Dragon Student table. It damages all creatures in the area. Instead of firing additional beams, its breath weapon deals an additional 1d10 damage at 5th level, 11th level, and 17th level this way. A creature takes half damage on a successful save. If you possess the Agonizing Blast invocation, then when you deal damage with your *eldritch blast* cantrip this way, each creature that suffers damage takes additional damage of the same type equal to your Charisma modifier (mini-mum of 1) times the number of d10's of this breath weapon. #### Dragon Warrior ***Prerequisite:*** *Pact of the Dragon feature* ___ You gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. It counts as a magic weapon. This benefit lasts until you finish a long rest. #### Draconic Smite ***Prerequisite:*** *5th-level, Pact of the Dragon feature* ___ Once per turn when you hit a creature with a melee weapon, you can expend a warlock spell slot to deal an extra 1d8 damage of the type associated with your dragon student to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller (flying and swimming creatures will count as prone for game mechanics). #### Improved Breath Weapon ***Prerequisite:*** *5th-level, Breath Weapon invocation, Pact of the Dragon feature* ___ When you command your dragon to cast *eldritch blast* as a breath weapon, you can double its range (a cone becomes 30-foot, and a line becomes 60-feet long and 10 feet wide). #### Improved Dragon Warrior ***Prerequisite:*** *5th-level, Dragon Warrior invocation, Pact of the Dragon feature* ___ You can use any weapon that you enhanced with your Dragon Warrior invocation as a spellcasting focus for your warlock spells. You can summon it to your hand as an action as long as it is on the same plane of existence as you. \columnbreak Once on each of your turns, when you hit a creature with this weapon, the creature takes an extra 1d8 damage of the type associated with your dragon student. When you reach 14th level, the extra damage increases to 2d8. #### Advanced Dragon Magic ***Prerequisite:*** *7th-level, Pact of the Dragon feature* ___ Your dragon's bite deals additional damage equal to your Charisma modifier (minimum of 1) of the type associated with your dragon student. In addition, all its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When your dragon receives temporary hit points through the Pact of the Dragon feature, you can add your Charisma modifier (minimum of 1) to this amount. #### Dragon Rider ***Prerequisite:*** *7th-level, Pact of the Dragon feature* ___ When you take the Attack action on your turn to make a melee weapon attack (or the Ready action to prepare a melee weapon attack) while riding your dragon, you can now use your bonus action to command your dragon to cast a cantrip spell. You can only make one attack with the Attack action this way. You and your dragon combined can only cast one spell per turn this way. #### Gifted Student ***Prerequisite:*** *7th-level, Pact of the Dragon feature* ___ The number of temporary hit points that your dragon receives through the Pact of the Dragon feature increases by 3. When your dragon receives these temporary hit points, you can give them to another creature you can see (including yourself) within 60 feet of your dragon instead. Afterwards, that creature cannot receive temporary hit points this way again until it finishes a short or long rest. When your dragon regains hit points while in combat, you can choose to regain these hit points yourself instead, provided you are within 60 feet of your dragon. #### Elemental Fury ***Prerequisite:*** *12th-level, Pact of the Dragon feature* ___ All damage that you and your dragon deal ignores resistance against your dragon student's damage type. #### Combine Magic ***Prerequisite:*** *15th-level, Pact of the Dragon feature* ___ If a Dragon Master shares a particularly strong bond with his or her dragon, the pair can even cast spells together that combine the best of the mortal and dragon forms of magic, going where no mortal or dragon could go before. When you use your action to command your dragon to cast a warlock spell that expends a spell slot and deals damage, you can use your bonus action to deal maximum damage with that spell if your dragon is within 30 feet of you. When you use this feature, you can choose any number of creatures that you can see. The chosen creatures automatically succeed on their saving throws against the spell and take no damage from the spell. The first time you do so, you and your dragon each suffer 2d12 force damage due to the feedback. If you use this invocation again before finishing a long rest, the force damage increases by 2d12. This damage ignores temporary hit points, resistance, and immunity. \pagebreakNum ## Dracolich Initiate
— Doran Stout, wyrm wizard ___ Wyrm wizards are spellcasters who learn new spells by tapping into the vast wealth of arcane knowledge possessed by dragons. Like many other wizards, wyrm wizards spend a great deal of time perfecting their spellcasting techniques, though most of their spells are based on the teachings of friendly dragons. A wyrm wizard and their dragon mentor might spend weeks or months in seclusion, discussing the finer points of spell manipulation or exploring new concepts. Unlike many others who interact with dragons, wyrm wizards also act as comrades to spellcasting dragons, providing insight into magic that the creature might not otherwise possess. Furthermore, thanks to your advanced understanding of magic gleaned from many hours with dragon mentors, you have an uncanny knack for unraveling spells cast by others. Walking this path means that you will have to endure slander by other wizards, as there are some that question your methods of turning to dragons for aid in your arcane studies, or even call you a slave to dragon kind. But you know better, as your ability to make amazing discoveries in conjunction with your dragon allies has given you great confidence to see beyond the accepted rules of magic. Above all, you believe that dragons hold the key to new knowledge and advancement of magical abilities, and that your best course of action is to befriend these majestic creatures and learn new ways to practice magic from them. ### Knowledge of the Wyrm You spend a great deal of time exploring the depths of a dragon's magical knowledge, giving you a distinct advantage over spellcasters who do not have the benefit of draconic tutelage. Starting at 2nd level, you gain proficiency in the Arcana skill. If you have proficiency in this skill from another source, then your proficiency bonus is doubled for any ability check you make that uses Arcana. Additionally, you can now speak, read and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. You learn one 1st-level spell of your choice from any spell list, which becomes a wizard spell for you and which you always have prepared without having to add it to your spellbook. You must otherwise obey all the restrictions for selecting the spell. You learn an additional spell from any spell list this way when you reach 4th, 6th, 8th and 10th level in this class. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level from any spell list. From 10th level on, when you gain a level in this class, you can choose one of the spells you gained through this feature, and replace it with another spell from any spell list. It must be a 5th level or lower spell. You cannot add these spells to your spellbook or other spellbooks, and as such you cannot use these spells for the Spell Mastery and Signature Spells features. ### Draconic Discovery At 2nd level, you make startling discoveries into the nature of magic thanks to the unique insight of your dragon mentors. Once per turn, when you cast a 1st level or higher \columnbreak spell, you can empower it and cast it at a spell level that is one level higher, provided the spell grants additional benefits when you cast it at a higher spell level. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can only empower spells of 8th level or lower with this feature. Empowered spells can't exceed 9th level. For example; a 5th level wizard casting the *magic missile* spell with a 3rd level spell slot can empower the spell with this feature to upcast it as though they had cast a 4th level magic missile instead (even though they don't have 4th level spell slots), creating six magic darts of force instead of five. ### Convert Counterspell At 6th level, you become a master at countering the spells of enemy spellcasters. You add the *counterspell* and *dispel magic* spells to your spellbook if they are not there already. In addition, you can cast both of these spells once at their lowest level without expending a spell slot, and you regain the ability to do so after finishing a long rest. Whenever you successfully end a spell with *counterspell* or *dispel magic*, or you reduce a creature (of challenge rating 1/4th or higher if it is a non-player creature) to 0 hit points with a 3rd level or higher spell, you regain one use of your Draconic Discovery feature. You can regain a use of your Draconic Discovery feature this way a number of times equal to half your proficiency bonus (rounded up), which resets after you finish a long rest. ### Break Spell Resistance At 10th level, you gain great insight into the way creatures naturally resist magic by studying the magical defenses of dragons. When you force a creature to make a saving throw against one of your spells, it cannot have advantage on that saving throw. Creatures that attempt to counter, dispel, or otherwise end, any spell cast by you have disadvantage on ability checks to do so (if any). In addition, you can expend one use of your Draconic Discovery feature to cast a spell from your spellbook that you do not have prepared. You must still expend the necessary spell slot(s) and provide any necessary materials required to cast the spell normally. Starting at 14th level, you can expend two uses of Draconic Discovery to cast a 5th level or lower spell you do not know from any list. It is cast at its lowest level, can't be upcast in any way, and you must expend the appropriate spell slot(s) and provide any necessary materials required to cast the spell normally. Additionally, at 14th level, you can instead expend three uses of Draconic Discovery to cast a 6th, 7th, or 8th level spell this way with the same restrictions, but afterwards you can't do so again until you finish a long rest. ### Wyrm Sage At 14th level, you have completed your training under your dragon mentors. You have defied the slander that you were a dragon slave, and instead have formed a strong bond with dragon kind. With their tutelage you have learned new ways to utilize your magical talent, walking in the footsteps of legendary figures like Lina Inverse the Slayer. When you cast a cantrip that has a casting time of 1 action, you can cast it with 1 bonus action instead. If you do, you can still cast non-cantrip spells with your action during the current turn. Any cantrip cast in this way, or attack made while casting that cantrip or as part of that cantrip's effects, deals half damage and cannot grant you resistance to damage. \pagebreakNum
\pagebreakNum ### Half Dragon Half dragons are the most "human" among the draconic races. They appear like humans, with scales and hair colors that match their most dominant draconic ancestor. They have a long scaly tail, scaled legs, and a few scales on their torso, arms, and face. In addition they have draconic horns sprouting from their heads, as well as draconic looking eyes. Half dragons are divided in subraces based on which draconic ancestor is the most dominant for them. Based on their ancestry, they are blessed with various benefits. But a powerful breath weapon is what they all have in common, even compared to that of the dragonborn. Half dragons are different from dragonborn in that they were not artificially created, but instead are born or are descended from unions between dragons and their mortal partners. Metallic dragons are known for their ability to take on humanoid forms, especially silver dragons, whose love for humanity has caused them to create an entire human subrace; the silverbrow humans. However, dragons are magical creatures, and many are able to wield powerful magic (see the Dragons as Innate Spellcasters variant rule in the *Monster Manual* on page 86). As such many chromatic dragons have been able to create half dragon bloodlines of their own. Blue dragon particularly are known for creating many half dragon offspring, as a way of creating weaker soldiers that will be less likely to betray them. Interesting enough, despite being chromatic dragons, blue dragons are known for being loving parents to any of their children, dragon or half dragon. Half dragons possess less bestial traits than dragonborn, but possess undeniable potential and the possibility to "ascend to dragonhood". This grants the half dragon the ability to assume their true dragon form, and become a full-fledged dragon. In addition, half dragons live a lot longer than dragonborn, being able to live almost a millennium, and surpassing the age of elves. Despite this, they often have more children than elves do, and as such are a fast expending race, almost as fast as dragonborn. The only thing keeping this race in check from overwhelming areas are the many conflicts they tend to have. Not because they are necessarily violent (though in the case of some half dragon subraces this is indeed the case), but because they are a prideful race that doesn't shy away from a challenge and often meets it head on. Combined with the half dragon \columnbreak race its desire to become stronger and seek out challenges, they tend to live dangerous lives. In order to expand and increase their survival changes, half dragons usually spend the early parts of their long lives rearing and raising children, and will only adventure once they feel they have experienced this kind of life long enough, potentially leaving their current children into the care of their spouse or families. Their long lives allow them to experience both lifestyles, and it isn't uncommon for a half dragon adventurer to have children waiting at home, or to return to a life of family once their adventuring lives are behind them. However, despite their claims, their adventuring lives are never truly left behind, as their racial drive to become stronger often pushes them back into it once more. Despite this, half dragons are a race with strong individuals, and some start their lives as adventurers instead. The pull towards worthwhile challenges taking priority for them. Alongside half silver dragons, half blue dragons, and half bronze dragons, half red dragons are among the most numerous of half dragons. This has baffled many scholars, as red dragons do not have the love for humanity that silver dragons have, nor the organization and family bonds of blue and bronze dragons. In addition, red dragons are infamous for their pride and desire to make achievements without the help of others. And ironically, while half red dragons have the strongest desire out of all the half dragons to become stronger, they do work very well together. They are known as sea coast raiders, who pillage while sailing their longboats. While this is partially true, there are also more peaceful half red dragon tribes. Half red dragons generally believe that they were formerly human tribes, who sought to create more half red dragon tribesmen to give them an edge in their many wars. They did this through temporary forged alliances with red dragons, whom they bought with gold and treasure. Over time their dominant genes spread, creating entire tribes of half red dragons. Among these tribes, sorcerers that practice Storm Sorcery are revered. These sorcerers are blessed by the storms (page 82) and use their magic to safely guide their people's longboats on their long journeys, and are also capable combatants who can hold their own in battle. Those half red dragon Storm Sorcerers that have done a great deed for their people will often be gifted a Sorcerous Hammer, through which they can channel their spells (page 81). Another way to show your worth is by becoming a renowned warrior, and berser-kers are considered to be among the greatest of warriors. \pagebreakNum **At your DM's discretion, if you are playing a barbarian who has chosen the Path of the Berserker, you gain the Tireless Rage feature at 3rd level.** >##### Tireless Rage (Berserker) >*3rd-level barbarian feature, requires the Berserker primal path*Whenever you would gain a level of exhaustion, you must make a DC 10 Constitution saving throw. If you succeed, you do not gain the level of exhaustion. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, it resets to 10. In addition, you ignore all effects of any levels of exhaustion you have while you are raging. There are also groups of half dragons that work together with their full-blooded kin. The most notable of those are the half silver dragons, who are often raised in human settlements by their silver dragon family. These children are often the result of the silver dragon's fascination with humans, resulting in unions that create half silver dragons. Half blue dragons on the other hand are often created by blue dragon families as a means to create plentiful and loyal troops to serve them. Despite this ulterior motive, blue dragons are surprisingly good parents, treating their half and full-blooded offspring with equal affection. This generally results in half blue dragons being loyal agents of their families. The family always comes first, even if it means defying Tiamat. Despite being chromatic dragons, blue dragons are more likely to be mocking and manipulative than outright cruel or murderous to "lesser" creatures, which is why they love using hallucinations on travelers. Because the dragons themselves already provide the brute strength to their forces, half blue dragons often become Stormscales; specialized warriors who perform key tasks. These include taking out spellcasters, who pose the biggest threat to their full-blooded kin, assassinating key leaders, or using their incredible speed to surprise foes and take them head-on. They are loyal to their full-blooded dragon kin, to the point that blue dragons trust them enough to let them be hired by those with sufficient gold. They are greatly feared by even the most powerful of wizards, as more than one spell caster has met a grizzly demise at the hands of a Stormscale. \columnbreak Stormscale are also known as honorable in many cases, and reward those that have provided a service to their cause. This seems strange to many due to their blue dragon heritage, as they generally worship Tiamat. Many speculate that they have this code of honor due to pragmatism, as it allows them the best results to persuade others, as they often have enough riches. However, if those who have gained freely gifted scales from a dragon (blue or otherwise) seek to interweave these scales into light armor, most Stormscale will ensure that they find someone who can do that for them, out of respect to dragon kind. Despite being honorable, Stormscale will pragmatically eliminate anyone who might pose a threat to their dragon family. ## Feats ### Mage Slayer (revised) You have practiced techniques in melee combat against spellcasters, gaining the following benefits: - You have advantage on weapon attack rolls against creatures that are concentrating on a spell. - When a creature within 5 feet of you casts a spell, you automatically know the type of spell and its spell level. - When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If that attack hits, you can also force the target to make a Constitution saving throw in order to successfully cast the spell. The DC equals 10 + your proficiency bonus or half of the damage the creature takes from the attack, whichever is higher. On a failure, the creature's spell fails and has no effect. You can force a creature to make a saving throw this way a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. - You have advantage on saving throws against spells cast by creatures within 5 feet of you, or who started their turn within 5 feet of you. Creatures within 5 feet of you, or who started their turn within 5 feet of you, have disadvantage on spell attack rolls against you. \pagebreakNum #### Relationship with other races Half dragons get along well with dragonborn, as they share similarities with this draconic race. However, unlike dragonborn, half dragons tend to be more individualistic due to their stronger ties to their draconic ancestry, despite their more humanoid appearance. Half dragons are well accepted within dragonborn communities, despite them having long tails, even though it is seen as a bad omen for a dragonborn to have a tail at all. Dragonborn see half dragons as fundamentally different, despite the similarities, and that would explain their tolerance for their tails. Kobolds are often seen in an endearing way, thinking of them as comedic but still being respectful enough to them due to their usefulness. They will usually come to the defense of one because of this endearing feeling, unless the kobold deserves its misfortune which it often does. Half dragons can be annoyed with them from time to time, however the kobold’s valuable skills and devout worship makes these annoyances easier to overlook in the eyes of a half dragon. They tend to get along well with most other races, though the drive and ambition that humans often possess makes half dragons gravitate towards humans more often than not. They are, however, wary of races that have unfavorable reputations based on past actions or beliefs. Yet, many half dragons will judge individuals based on their merits before deciding on an opinion about them. ##### Half Dragon players vs Half Dragon template There is an existing half dragon template, which is meant as a boon on top of existing monsters. The half dragon player race is different in both appearance and power. Where the template makes the creature look extremely dragonlike, the playable half dragon still has a very humanoid appearance. The half dragon can have the appearance of a dwarf or halfling if the mortal parent was one, though due to its larger size it would usually be medium, as well as possess all the other half dragon traits. At your DM's discretion however, you can choose to be small sized if one of your mortal parents was as well. The term half dragon is also used as a reference to those who are descendants of such unions between dragon and mortal, and as such the name is a bit inaccurate when used in those cases. Regardless, it is a generally acceptable term when used to describe the more humanoid descendants of dragon kind. #### Blessed by the Dragon Gods Most half dragons only possess a draconic tail and lower body, along with several scales on their upper bodies. However, there are also those who are blessed by the dragon gods (usually Bahamut or Tiamat) and are granted draconic wings. These blessings seem to be given at random, as even the most devout followers of Bahamut will find it unlikely that they would be blessed with them. However, half silver dragons who live in high altitudes seem to gain them more often than not. Those who are granted this blessing will often start with smaller or weaker wings, which need time to properly grow in size or strength. **NOTE:** With your DM's permission, if you are playing a half dragon, you can start at 1st level with the Wings trait of the dragonborn (page 7). However, if you do, you must choose the Draconic Heritage (Half Dragon) feat (page 21) the first time you reach a level that grants the Ability Score Improvement feature. \columnbreak > ##### Playing as a Half Dragon with wings > > Some half dragons are blessed by the dragon gods and may choose the Draconic Heritage (Half Dragon) feat (page 21). This grants them the Wings trait of the Wayfarer dragonborn subrace, granting them the ability to glide and even fly at a higher level. > >**NOTE**: This is a powerful feat when given to a half dragon, due to the bonus to your breath weapon, so you can only take this feat with your DM's permission. >#### ### Zekyl (Elf) 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. \pagebreakNum 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. ### Drow-Dragon (Elf) 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). ## Optional: Strong Heritage While some half dragons gain wings later on in their life as a blessing, there are also those who are born with them. With your DM's permission, if you are playing a drow-dragon (half-deep), half dragon, or zekyl, you can choose the Strong Heritage option, and gain additional benefits. If you do, you must choose the Draconic Heritage (Half Dragon) feat (page 21) the first time you reach a level that grants the Ability Score Improvement feature. If you choose this option, you grow retractable claws from the tips of your fingers as natural weapons, which you can use to make \columnbreak unarmed strikes. Extending or retracting the claws requires no action. 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. Your claws also count as finesse weapons. At 3rd level, you count as being permanently affected by the *magic fang* cantrip (page 144). You also gain the Wings trait of the dragonborn (page 7). If you did not choose this option at character creation, you can still gain these benefits when you choose the Draconic Heritage (Half Dragon) feat at a later level. ### Silverbrow (Human) Silver dragons relish humanoid form and enjoy many of the same daily pleasures as humans. Long ago, communities of humans welcomed disguised silver dragons among them, not knowing the truth about their new neighbors. In these communities, half silver dragon children became common as the dragon visitors married their human friends. These communities either welcomed these children, or their draconic parents used their magic to alter their appearance. Over time, as these children mingled with other humans, the overtly draconic physical characteristics faded, leaving human looking children with silver dragon bloodlines. When the dragons themselves departed, they left behind a strong draconic heritage; a silver streak or highlights in the hair. They came to be known as silverbrow humans.
> ##### Playing as a Silverbrow Human > > If your campaign uses the optional feat rules from the *Player’s Handbook*, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait. > > ***Ability Score Increase***: Two different ability scores of your choice increase by 1. > > ***Feather Fall***: You can cast the *feather fall* spell once with this trait, and you regain the ability to do so when you finish a long rest. When you affect creatures with the *feather fall* spell, they can move one foot horizontally for each foot that they fall. 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). > >***Feat***: You gain one feat of your choice. >#### \pagebreakNum ### Kobold Despite their appearance, kobolds are descendants of true dragons. Kobolds are cowardly by nature and usually have a weaker moral standing than most other races, and as such they seem to have little in common with their draconic ancestors. Nevertheless, kobolds are quite capable crafters and builders, if they are instructed well enough. And they have an uncanny natural affinity for tunneling and laying traps. Kobolds can live up to 120 years, but their tendency of almost comedically getting themselves killed means they rarely live that long. They are the most numerous of all the draconic races, and they are also renowned for their team-work. When fighting alongside other kobolds they are also far less cowardly. What they are most renowned for how-ever is their worship of dragons, whose whims and even cruelty they readily forgive. What they are most renowned for, however, is their worship of dragons whose whims and cruelty they readily forgive; normally Kobolds tend to be petty and spiteful if they don't receive the respect they believe they deserve as descendants of gloarious dragon-kind. No form of treachery comes to mind when a dragon is involved. And as far as they are concerned, dragonborn and half dragons are every bit as dragon as true dragons are. #### Wild Kobolds Those kobolds that are found as opponents to adventurers are usually "wild kobolds" as they are described by those that understand the difference. These kobolds are far less likely to interact with other races, and have developed a sensitivity to sunlight because they are not accustomed to living outside their tunnels. Like the more civilized Kobolds, they are renowned trap makers and tunnelers. However, these wild kobolds often struggle to survive, and as such they are better trained at teamwork, as those that aren't are usually eaten. Therefor they are less developed, and far more hostile. Kobold players may sympathize with their less developed cousins, or they could be scornful, not liking how their even more cowardly kin give them a bad name. #### Relationship with other races Kobolds revere both dragonborn and half dragons, to the point that it is almost worship. And although they will also stand up for their own interests (which they consider a sign that they are worthy) they will still do everything within their power to prove their worth to them. These are generalizations, but overall they do tend to be highly positive towards dragonborn and half dragons, especially those that show them a shred of respect. Which doesn't have to be a whole lot all things considered. As such the other draconic races tolerate them, either annoyed or endeared, or both. Other races on the other hand are often met with suspicion, and the feeling is mutual. However, if a good meal is involved they can be more open. Gnomes however, are generally considered a racial enemy, but some kobolds can overlook that if the meal is sufficient enough. #### Dragonwrought Kobolds Dragonwrought kobolds are rare members of the kobold race with a stronger connection to their draconic ancestors. All dragonwrought kobolds have scales that are tinted in a hue that aligns with their respective ancestors. The eggs that dragonwrought kobolds come from are covered in specks that match the color of their true dragon relative. The majority of dragonwrought kobolds are born with a set of reptilian wings, which grants them the ability to glide long distances. With enough practice and experience, they can eventually use these wings for sustained flight as well. \columnbreak The influence of a dragonwrought kobold's ancestry is deep enough that they are granted several abilities. They are immune to magical sleep effects, and are resistant to paralysis as well as their draconic ancestor's elemental type. Those with chromatic ancestry live up to five times longer than regular kobolds, and those with metallic ances-tors can live up to ten times longer. Which is impressive seeing as regular kobolds can live up to 120 years. Dragonwrought eggs are usually brought to sacred kobold communities in mountain ranges or other high altitudes, where they can train their wings (if any) instead of digging through the earth and placing traps. They are often more prideful than regular kobolds, though this does not dissuade other kobolds from revering them in the slightest. #### Urds Urds, or winged kobolds, are kobolds who were born with a set of reptilian wings similar to dragonwrought kobolds. However, aside from their wings, they don't have a strong connection to their dragon ancestors like dragonwroughts have. Urds often live in caves in high mountains, and use bat companions instead of weasels. When playing as an urd (page 25), and using the Weasel Companions option (page 23), you can exchange the domesticated giant weasel with the giant bat (*Monster Manual* page 323), exchange the domesticated dire weasel with the **vampire bat**, and change any mention of weasel to bat. A vampire bat has the same statistics as a giant bat, except it has a Challenge of 1, 44 hit points (8 Hit Dice), and its bite attack changes as follows: >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1d6 + 2 piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the bat can’t bite another target. The bat regains hit points equal to the necrotic damage dealt. \pagebreakNum ### Lamia The lamia are one of the most exotic races that you will find in human cities, due to their lower serpentine bodies. They were born from experimental unions between yuan-ti and lamia nobles, in order to create the ultimate serpentine race to dominate all the other "lesser" races. Instead, they created a race that did the exact opposite, and instead formed symbiotic and mutually beneficial relationships with humans and other races. The vast majority of lamia are female, and are known to seek out human males for relationships. The children of a union between a lamia or naga and a human (or other humanoid) are usually born as full lamia or naga, with an average chance of 25% for the child to be born as the race of the other parent. Lamia, much like elves, are almost always universally beautiful, and are known for being surprisingly comely despite their heritage. Most lamia are compassionate and devoted, especially towards their partner, and as such most lamia are good aligned. However, lamia can come from any background and embrace any alignment, and they can make for deadly assassins due to their natural weapons. The favorite pets of lamia are flying snakes (*MM* page 322), which are not flightless snakes that glide, but are actual flying snakes with leathery wings. Lamia use these as both family pets and as messengers who deliver scrolls wrapped in their coils. They are often easy to domesticate and train, and are overall friendly if not provoked. #### Relationship with other races Lamia on a whole are on good terms with most races, except for races that are often in conflict with humans, like orcs. They have a strong hatred towards yuan-ti and lamia nobles, with the feelings being mutual. Naga are similar, as they tend to get along with most races except for those who war with half dragons. However, naga tend to get along the most with half dragons who tend towards good alignments, and bahamut is a popular god among them. #### Naga (Variant Half Dragon) Naga are born from unions between full dragons and lamia, or are descendants from such unions, and are technically half dragons that gain the snake like tail of full lamia, but lose their draconic resistance due to their dominant lamia genes (see page 20 on how to make a naga). Naga more often live among half dragons instead of humans, and many have half dragon partners, with the child usually being born as a naga. Similar to lamia, most naga are female and are \columnbreak quite comely, even if they are on average a little more fierce. The most common naga are those with bronze dragon ancestry, who hail from underwater cities, most notably Nagatar. These naga have more green than bronze in their coloration, and are also much more pragmatic, leaning towards neutral alignments. They simply call themselves naga, and most of their men are affected by the Dragon Rage transformation (page 138) but are also permanently changed into their Dragon Rage form. However, they can still cast and concentrate on spells, wield coral weapons (page 119) at higher transformation levels, and they can only lose control due to the curse if they can see, smell, or hear a hostile creature while in combat themselves. Males often take martial roles, while the females prefer magical roles. If a naga bloodline mingles with lamia bloodlines for 7 generations, the offspring will be born as lamia, but can have obvious draconic ancestry. Like the lamia Draconic Bloodline sorceress below, whose medusa heritage and celestial dragon ancestor grant her a unique appearance. ## Feats ### Medusa Heritage *Prerequisite: Lamia* ___ Some lamia have medusa blood running in their veins, and can embrace the devastating abilities of this heritage. Many, though not all, have snakes as hair which they can use to bite with instead. You deal an extra 1d6 poison damage to a creature whenever you hit it with your bite attack. You can use your action to force a creature within 30 feet that can see your eyes to make a DC 10 Constitution saving throw. On a failure, the creature is paralyzed until the end of its next turn. You can use your bonus action to force a creature that failed this saving throw within the past minute to repeat this saving throw with disadvantage. Each time it fails, it is paralyzed again until the end of its next turn. When a creature is paralyzed in this way for the third time in a span of 1 minute, it is instantly petrified. As an action, you can end the petrified condition on a creature that you can see and that you petrified yourself. Starting at 10th level, the DC for this saving throw increases to 12. At 15th level, the DC increases to 14. At 20th level, the DC increases to 16. ___ **NOTE:** This feat can be very potent, even with its low save DC, so you must have your DM's permission to choose it. \pagebreakNum ### Spellscale Spellscales come in a variety of personalities, but eccentric is often an accurate word to describe them. They are quick to try new things, but even quicker to grow bored with them and try something new. Spellscales prize magic above all else, considering it holy and giving it the reverence most other races accord to their deities. Spellscales believe that deities exist and are awesome, but magic is too, in a way that surpasses even the power of the deities. Spellscales alternately honor many dragon deities through their daily meditations, and they gain great spiritual satisfaction from their devotion to magic. Their rituals blend a sense of divinity in with sorcery, uniting both spirit and blood. #### Relationship with other races Spellscales often view members of most other races as too limited in their perspectives and pursuits. No other race has the spellscales’ natural inclination for sorcery. No other race finds the entire world so fascinating. They consider dragonborn distantly related creatures, like a third cousin by marriage. The dragonborn’s singularity of intention interests spellscales, as they find it fascinating in a way, if terribly dull. Spellscales think dwarves are slow; ponderous in their physical movement, their social bonding, and their decision making. Nevertheless, dwarves are mesmerizing to observe in this slowness. Far from being boring, this activity is comfortable and reassuring, akin to rereading a favorite novel. Spellscales feel that, while elves have the right idea when it comes to holding a fine appreciation of magic, they’re too academic in their approach to matters arcane. However, everyone is entitled to their own eccentricities, and the elves’ racial penchant for wizardry over sorcery is peculiar but acceptable. Aside from this, spellscales see elves as graceful, free spirits who have a love of life nearly equal to their own. Spellscales wonder what place gnomes have in the multiverse, as they often seem content enough to stick to cantrips and low level spells without seeking more powerful and wonderful magic to practice. Most spellscales view these sadly hampered humanoids \columnbreak with a mix of pity and compassion, treating them gently, as one would a slow-witted child, to be protected and educated. Most spellscales’ outlook toward half-elves can be summed up in a phrase: charming, quite charming. Half-elves have a resourcefulness born from a mixed heritage. They have poise and personality. And, like humans, a half-elf can do just about anything. They find that their flexibility and variability is to be respected. Spellscales find orcs overall a bit too crude and boorish to hold much social attraction for them, but half-orcs nevertheless prove physically fascinating. Not even half-orcs notice the nuances of their physiology. A spellscale might marvel at how one half-orc’s lower teeth point inward and another’s outward, or at just how capable a half-orc is in toe-to-toe battle and feats of strength. Fellow storytellers and agreeable folk, halflings and spellscales get along well. Spellscales appreciate how halflings fill many niches in the societies of other races while retaining a distinct outlook. Humans and half dragons appeal to a spellscales’ curiosity, as they vary greatly in their lifestyles, ambitions, and philosophies. Each individual is unique and interesting. The human race and half dragon communities are young compared to true dragons or dwarves, adding to their charm. Spellscales treat both with a fond tolerance. Spellscales acknowledge that kobolds try hard as sorcerers, they really do, but to a spellscale they’re far too limited in their talents and their worldview. The kobold race’s inclination toward both strict loyalty and borderline worship of dragons perplexes spellscales. They ponder how a race with so much potential could limit itself with such philosophical baggage. And while spellscales admire and revere dragons, ever curious about them, they feel no particular attraction for them. Even as they meditate on the dragon deities frequently for inspiration. Spellscales are naturally interested when presented with an opportu-nity to investigate a dragon’s lair or converse with a friendly dragon, but they are equally fascinated to explore the nooks and crannies of a human city or delve into the depths of the earth. Spellscales acknowledge the link between them-selves and dragons, but they view themselves as something apart from dragons and possibly, in a small way, superior. \pagebreakNum
# Religion Worship is a sensitive topic among the draconic races. On one hand Bahamut is often worshipped by half dragons, while Tiamat is usually worshipped by half dragons of evil alignment. Asgorath, also known as Io, the Ninefold Dragon, who created the dragon gods and all of dragonkind, cares for the betterment of dragons and dragon society as a whole, and those who worship him often have very different interpretations. Regardless, he cares for all dragon kind, which includes the draconic races. Dragon-born on the other hand prefer not to revere gods, and will mostly just tolerate their worship. Gods are an especially touchy subject for the Dragonborn; as they are generally not very fond of true dragons this distaste is extended to the dragon gods. Even as they receive blessings, or fragments, of what makes a true dragon, they still do not think fondly of dragon kind. Most dragonborn believe that the gods created them as slaves to the dragons, so worship among dragonborn is considered taboo. Most dragonborn who revere gods are usually paladins, as paladins are purpose driven and honor bound. They earn the blessings of their gods through deeds, not by praying or asking for aid. In their minds they will become so strong and powerful that the entity will recognize them, see the value within them, and offer its help to them. Which they will accept for the betterment of the clan, and those around them. This is why those who revere gods are usually paladins instead of clerics, and why dragonborn warlocks are extremely rare. The most famous deities of the draconic pantheon are Bahamut and Tiamat. They are the ones who have the most non-draconic followers, and have been at odds with each other since the beginning of creation. All dragon gods have in common that they value strength and independence, and this is one of the few areas where Bahamut and Tiamat find common ground. Bahamut on one hand promotes strength in his followers and teaches them to promote independence. He will shield those that are weaker, but strongly encourages those weaker beings to strive to improve themselves. While Tiamat has little patience for weakness, and encourages her followers to kill those that provide no use to them. ### Asgorath Asgorath, also known as Io, is the neutral dragon deity of creation. He (or she, as some traditions suggested) is regarded as the creator of the multiverse and of dragonkind. He manipu- lates the destinies of all dragons by operating in a way that no one suspects his involvement. Asgorath is supposed to encompass all alignments, but is often regarded as neutral. However, many good aligned half dragon clerics and paladins worship him, as he is the protector god of all of dragon kind. In the Outer Planes, he is more commonly known as Io. His holy symbol is a multicolored metallic disk. Some sages believe that Asgorath is an aspect of the World Serpent concept, while others claim that Asgorath is actually a primordial that has ascended to godhood. Regardless, Asgorath is revered by dragons of all kinds. He is also worshiped by half dragons, kobolds, lizardfolk, troglodytes, humans, and even a few \columnbreak dragonborn. Asgorath has no real enemies among the other gods, because of his neutral point of view. Even those of opposing alignments can find common cause under the banner of the World Shaper. ### Bahamut Bahamut is the lawful good dragon god of justice, good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness). Bahamut is stern and very disapproving of evil, always arguing with Asgorath about his crusade against it. He accepts no excuses for evil acts, and doesn't tolerate even minor offenses by evil creatures. Despite his stance, he is also considered one of the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He usually prefers to polymorph those who have offended him instead of killing them, although it is also said that Bahamut loathes to sully himself with the blood of evil creatures. \pagebreakNum By draconic standards, Bahamut is neither vain or desirous of treasure. He values wisdom, knowledge, prophecies, and songs instead. He uses the great wealth he has amassed over the ages to help those in need, while using the magic items he has gathered to further his goals. However, he also pursues viciously (usually sending his champions and followers) those who try to steal the hoard from his palace as, after all, he is a god of justice. Bahamut also likes to prove the strength and worthiness of his followers by battling against them in his dragon form, halting the combat when his followers are injured or when he overcomes them. However, he is prone to get carried away by his zeal, and has powerful healers on hand in case he has gravely injured one of his followers in those battles. While his court is comprised only of gold dragons, Bahamut enjoys the company of all good dragons, delighting in their differences and varied personalities. ### Kurtulmak Kurtulmak is the lawful evil or lawful neutral (depending on which branch) patron god of kobolds. Interesting enough, there are two branches of worship that revere him. The first one is practiced by the wild kobolds, who preach that Kurtulmak tirelessly drives kobolds to make war upon gnomes, in retaliation for a prank the gnomish deity Garl Glittergold pulled on him. This version of Kurtulmak is known to have neither compassion nor a sense of humor. Their symbol is a gnome's skull pierced with an iron stake. The second branch is practiced by the more civilized kobolds, in which Kurtulmak is of lawful neutral alignment. It tells that Kurtulmak is a victim of a cowardly act by Garl Glittergold, but that one day their people will rise up and bring him to justice. Their holy symbol is the head of a kobold with golden eyes, and two crossed pickaxes. The First story tells of how Kurtulmak decided to carve out a great cavern and rig it to collapse, whereupon he would then play a great jest; he would invite all of the other racial deities to the cavern for a feast, whereupon he would \columnbreak ___ tell them the tale of "The Violation of Tiamat's Lair." At the tale's end, he would pull out an ornate stone trigger and bury the assembled deities alive. The subsequent turn of events differs on whether the myth's teller is a kobold or a gnome, but either way Garl Glittergold stumbled across Kurtulmak's cavern and pulled the trigger, burying the God of the kobolds in his own trap. The kobold version insists that Garl Glittergold did so because he was jealous of Kurtulmak's creation, whilst the gnomish version claims that Garl admired Kurtulmak's work and pulled the keystone out simply to see if it worked. The second story, as told by those kobolds that are more civilized, tells an entirely different tale: When Io gave the secret of creation to the first true dragons, the first dragon to use that secret was Caesinsjach, a green dragon. The first kobold was Kurtulmak. Caesinsjach chose to command her new creations through Kurtulmak; and he ascended to a position of leadership. When Caesinsjach told the kobolds to mine for precious metal, Kurtulmak invented the pickaxe. When she ordered them to tile her lair with gold, Kurtulmak minted the first draconic coin. And when she told them to mine precious stones, Kurtulmak taught himself sorcery to divine where minerals were located. When Caesinsjach's lair was finished, and she had become the wealthiest dragon in creation, she let the kobolds go free. In emulation of his former mistress, Kurtulmak immediately began mining a lair for himself. Although he never asked for help, every kobold he ever worked with came to his aid. Kurtulmak found a spot with a near limitless supply of metal ore and precious stones. With Kurtulmak commanding the operation, it quickly became the most structurally sound and resourcefully designed mine the world had ever seen. Kurtulmak called it Darastrixhurthi, a fortress fit for dragons. Nothing rivaled it. Garl Glittergold was not pleased. While his gnomes were playing useless games, the kobolds were busy working and were ready to emerge as a dominant race. And so with a wave of his hand, Garl collapsed Kurtulmak's mine, crushing all the kobolds inside. The other gods demanded an explanation, but no deity came forward to reverse the damage done. Io, realizing that no god would help, found Kurtulmak still clinging to life. Even buried under the mountain he would not give up on his people. Io gave Kurtulmak a choice. He would empower Kurtulmak with \pagebreakNum ___ the strength to rebuild the mine, or he would make the mighty kobold a champion of his people for all eternity. In this latter case, the loss of Darastrixhurthi would remain, but the memory of what happened would never be forgotten. All kobolds are far less fearful when fighting alongside their tribe, as they believe that when they die serving their tribe they will be reincarnated as the next egg laid in a hatchery. If a kobold dies serving its own need instead of that of the tribe, it gets reincarnated as the next pup born in the dire weasel stables. And if it betrays the tribe, it will reincarnate as a giant beetle, to be hunted by other kobolds. Those who die while sacrificing themselves for the tribe are instead send to Kurtulmak's mine in heaven, and the most productive and loyal kobolds there will be reincarnated as dragons on the material plane. Those faithfully serving a dragon, without betraying their tribe, also gain these divine rewards. They live, they die, they live again. ### Tiamat Known as the Dragon Queen, Tiamat is the lawful evil dragon goddess of greed, evil dragons, and chromatic dragons. She is the eternal rival of her brother Bahamut, ruler of the good metallic dragons. Tiamat is arrogant, greedy, hateful, spiteful and vain. She never forgives any kind of slight, and always seeks to obtain more power and wealth. She disdains mortals, regarding them as mere disposable tools in her schemes. When needed, she is charming and effeminate, but her self-serving and reptilian personality betrays her sooner or later. Tiamat enjoys the company of male dragons, and she has many great wyrm consorts of the chromatic varieties. She also has an insatiable greed for treasures, but prefers that her followers bring it to her in the form of gifts instead of searching for riches on her own. Tiamat feels only scorn towards her brother, as she believes that dragons should dominate the world and rule over the lesser and weaker races. Nonetheless, if non-draconic followers of her prove their worth, she will indeed bestow her blessings and strength upon them. Strength and independence are virtues she is always fond off, and she can even become fond of mortals without draconic blood in their veins. Provided they acknowledge and submit themselves to the superiority of dragons. \columnbreak ## Ancient Foes Dragons are known to be among the most powerful beings in the multiverse. As such there are few that seem to be able challenge their power. However, the multiverse is a vast place, and the enemies of dragonkind have more than one way to bring ruin to the realms dragonkind call home. In order to combat such threats many half dragons receive divine calls from their deities, who then band together to fight a common foe, sometimes regardless of which dragon god they align with. These campaigns are sometimes nicknamed bronze crusades, as the vast majority of those receiving the call are half bronze dragons. They are among the most numerous of half dragons, and are also the most organized and militaristic. This divine calling can come at any time forcing many to leave their spouses and children behind as they risk everything to ensure that dragonkind, including their families, will endure. ### Primordials The Primordials, or Dawn Titans, are god-like beings made of manifest entropy and elemental energy. Long ago, they used the dragons as slave-steeds in their war with the gods. Later, they and several of their slave-steeds, were banished to their own world of Abeir where the dragons would revolt against their masters. After defeating most of their former masters, the dragons became the new rulers of Abeir while those left behind by the Primordials became the dominant species of many worlds. The Primordials still remain a threat, however, as some have vowed to bring dragon kind back under their rule. They work through cultists to manipulate the draconic races and destroy them from within. These cultists pose themselves as virtuous, claiming that having dragon blood makes you more easily influenced by evil, and that you must follow the cult for guidance and let the cult take care of you, making you a slave in all but name. Because of the draconic races’ tendency towards valuing strength and independence, this has always met with little success. When manipulating the other mortal races against them, on the other hand, they have had far better success as they paint everyone who has dragon blood in their veins as oppressors of the other races. While many true chromatic dragons are indeed evil, more than one innocent half dragon or dragonborn has been the victim of a hateful mob set up by primordial cultists. \pagebreakNum # Dragon's Armory Most magic items are created by wizards and artificers, crafted using complex spells and techniques beyond normal people. There are, however, some that can be made by anyone – though the materials are too hard for many to attain. For those brave enough to confront the most dangerous magical creatures in the multiverse, extraordinary items can be crafted by people without a whiff of magical talent. ### A Dragon's Gift Many have heard of the extraordinary powers of dragons' scales, but few know of how much more powerful they are when given freely as opposed to those taken by force. Those who attune to dragon scale armor made of these scales gain an extension of the dragon's very essence. Only rarely does a dragon willingly give up its scales, as it also grants the wearer immunity against that dragon's breath weapon. Equally rare are the weapons made of gifted dragon fangs and claws. Dragonfriend's Armor is especially sought after by druids, who are able to wear it due to its lack of metal. ##### Dragon Species and Damage Types | Dragon | Damage Type | |:-:|:-:| | Amethyst | Force | | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Celestial | Radiant | | Crystal | Radiant | | Copper | Acid | | Deep | Psychic | | Emerald | Psychic | | Fang/Gray | Acid | | Gold | Fire | | Green | Poison | | Moonstone | Radiant | | Red | Fire | | Sapphire | Thunder | | Silver | Cold | | Song | Lightning | | Steel | Acid | | Topaz | Necrotic | | White | Cold | #### Dragonclaw War Pick *Weapon (war pick/mace), very rare (requires attunement)* ___ This war pick is made by affixing a gifted adult dragon's claw atop a mithral shaft. This weapon can be reversed, using the blunt head as a mace. However it is used, you gain \columnbreak a +2 bonus to attack and damage rolls you make with this weapon. When you wield this weapon as a war pick, it has the finesse property and deals an additional 1d8 piercing damage. Using it in this way, it can also be used as a pick-axe. When you wield this weapon as a mace, you can use it to shove an enemy, adding 1d8 to your Strength (Athletics) check. If you successfully hit or shove a creature with this weapon, it takes an additional 1d8 bludgeoning damage. If the dragon that provided this claw dies, it becomes a magical war pick/mace that only retains its +2 bonus. #### Dragonfang Dagger *Weapon (dagger), rare or very rare (requires attunement)* ___ A single tooth from such a full maw might seem a trifling gift, but such a fang plucked willingly from a young dragon's mouth contains within it a fragment of their essence. The hilt is wrapped in leather, carved to fit snugly in your hand. When you attune to this weapon, a Draconic letter appears on your palm, the first letter of the name of the dragon who tore this tooth from their mouth. You gain a +1 bonus to attack and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 damage (the damage type matches the dragon whose tooth this dagger was made from). Immediately after you make a ranged attack with this weapon, it teleports back to your dragon-branded hand. You can also use a bonus action to summon the dagger to that hand as long as it is on the same plane of existence. Additionally, this dagger has a thrown range of 30/120. An adult or older dragon is even harder to convince to willingly part with one of its fangs, as it is also a matter of pride. But those that are convinced will grant you a great gift. These fangs are often rewarded by blue dragons to their Stormscale servants. This Dragonfang Dagger is a very rare magic item that grants its wielder all the above benefits, and your attacks with this weapon also score a critical hit on a roll of 19 or 20. If the dragon that provided this fang dies, it becomes a magical dagger that only retains its +1 bonus. #### Dragonfriend's Armor *Armor (scale mail), varying rarity (requires attunement)* ___ Dragon scale mail made of freely gifted scales is especially supple and sturdy. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). \pagebreakNum | Age | Rarity | AC bonus | |:-:|:-:|:-:| | Wyrmling | Uncommon | +0 | | Young | Rare | +1 | | Adult | Very Rare | +2 | | Ancient | Legendary | +3 | While wearing this armor, you can speak Draconic, you gain a bonus to AC based on the age of the dragon, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales, as shown in the Dragon Species and Damage Types table (page 117). You are immune to harmful regional effects and lair actions caused by the dragon that gifted you these scales. If you are subjected to that dragon's breath weapon, you automatically succeed on the saving throw and take no damage. If the dragon that gifted these scales dies, this armor loses most of its magic, the supple scales harden, and it becomes magic scale mail that only retains its bonus to AC. #### King's Alloy *Armor (scale mail), legendary (requires attunement)* ___ While *dragonfriend's armor* is made from one set of gifted scales, *king's alloy* is a patchwork pulled together from scales gifted by one of each of the five main types of metallic dragon (brass, bronze, copper, gold and silver), at least one of whom is ancient. The five types of scales slide soundlessly against each other, muffling your movements and bolstering you against harm. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). While wearing this armor, you gain the following benefits: * You can speak Draconic. * You gain a +3 bonus to AC and saving throws. * You have resistance against acid, cold, fire and lightning damage. * You are always under the effects of the *heroism* spell cast by a creature with a spellcasting modifier of +9. * You have advantage on saving throws against the Frightful Presence and breath weapons of dragons. * You are immune to harmful regional effects and lair actions caused by a dragon that gifted you these scales. If you are subjected to such a dragon's breath weapon, you automatically succeed on the saving throw and take no damage. When you are within 6 miles of a dragon that gifted you these scales: * Any healing one of you receives, both of you receive. * You share that dragon's damage immunity. * You and the dragon can communicate telepathically. If the gold dragon that gifted you its scales dies, the *heroism* spell on you ends. If any of the other dragons that gifted you scales for this armor dies, you lose the damage resistance associated with that dragon. If all five dragons that gifted scales for this armor die, you die and the armor is destroyed. ***Curse.*** Once you don this armor, you can't doff it unless a creature uses a *wish* to free you. \columnbreak #### Queen's Prism *Armor (scale mail), legendary (requires attunement)* ___ While *dragonfriend's armor* is made from one set of gifted scales, *queen's prism* is a patchwork pulled together from scales gifted by one of each of the five main types of chromatic dragon (black, blue, green, red and white), at least one of whom is ancient. The five types of scales slide soundlessly against each other, muffling your movements and bolstering you against harm. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). While wearing this armor, you gain the following benefits: * You can speak Draconic. * You gain a +3 bonus to AC and saving throws. * You have resistance against acid, cold, fire, lightning and poison damage. * A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 poison damage (you can replace the poison damage with any damage type you are immune to). * You have advantage on saving throws against the Frightful Presence and breath weapons of dragons. * You are immune to harmful regional effects and lair actions caused by a dragon that gifted you these scales. If you are subjected to such a dragon's breath weapon, you automatically succeed on the saving throw and take no damage. When you are within 6 miles of a dragon that gifted you these scales: * If you fail a saving throw, as a reaction you can beseech a dragon that gifted you their scales to expend one of their legendary resistances to cause you instead to pass. They might choose not to aid you. * You share that dragon's damage immunity. * You and the dragon can communicate telepathically. If any of the dragons that gifted you scales for this armor die, you lose the damage resistance associated with that dragon. If all five dragons that gifted scales for this armor die, you die and the armor is destroyed. ***Curse.*** Once you don this armor, you can't doff it unless a creature uses a *wish* to free you. #### The Dragon's Maw *Weapon (greataxe), legendary (requires attunement)* ___ Mounted on an adamantine haft, the twin blades of this greataxe are edged with razor sharp teeth gifted from all five main types of ancient chromatic dragon (black, blue, green, red and white). At your DM's discretion, these teeth can be attached to a different adamantine weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and your attacks with this weapon score a critical hit on a roll of 19 or 20. When you hit a creature with it, you choose acid, cold, fire, lightning, or poison. The creature takes an extra 2d12 damage of the chosen type. When you attack a creature with this weapon and roll a critical hit on the attack roll, the target must succeed on a DC 17 Strength saving throw or be knocked prone. You can move up to half your speed as a reaction when an enemy falls prone in this way. This movement doesn’t provoke opportunity attacks. If all the dragons that provided these teeth die, it becomes a magic weapon that only retains its +3 bonus. \pagebreakNum # Draconic Magic Items Although not gifted by Dragons themselves, these magical items are no less potent. Mortal ingenuity and fascination with these powerful creatures have spurred a surge in items that reflect Draconic power. They are often crafted by dragonborn and half dragons, who guard the secrets of their creation ferociously. These items are sometimes gifted to kobolds and lizardfolk. #### Amulet of the Red Dragon *Wondrous item, rare (+1) or very rare (+2) (requires attunement)* This item is crafted by half red dragon tribes, and gifted to those who've accomplished a great feat for their people. It shields its wearer against ailments and the effects of fatigue, which makes it a popular item among berserkers. While wearing it, you gain the following benefits: - You gain a bonus to attack and damage rolls with melee weapons, which is determined by the amulet’s rarity. - 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 feature again until you finish a short or long rest. If you start a short or long rest without having used this feature, your exhaustion level, if any, is decreased by 1 after you finish that rest. #### Coral Weapon *Weapon (any melee), rare (requires attunement)* This weapon is a favorite of half bronze dragons, and is mostly a trident. It is often used by naga with bronze dragon ancestry, who are more pragmatic than their legged kin. You gain the following benefits while holding it: You deal an extra 1d8 poison damage with this weapon. If you're a half bronze dragon with the Dragon of the Coast trait (standard or naga), and this weapon still has charges, then when you use your Breath Weapon's repulsion gas you can instead create a wave of water (which evaporates after-wards) with the same effects but which also deals bludgeon-ing damage equal to your Breath Weapon's damage on a failed save, and half as much damage on a successful one. Underwater creatures have disadvantage on their saving throws against your Breath Weapon's lightning breath. This weapon has 5 charges and regains all charges at dawn, but you can't expend its charges if it has not been submerged in saltwater for at least 1 hour in the past 24 hours. When you hit a creature with this weapon, you can expend 1 of its charges to force the target to make a DC 15 \columnbreak Constitution saving throw. On a failure, corals start growing from the target's wounds, and it can't regain hit points, has disadvantage on Dexterity saving throws, and it takes 2d4 poison damage at the start of each of its turns. A creature can take an action to try to remove the corals, but must succeed on a DC 12 Wisdom (Medicine) check to do so. While underwater, you can use a bonus action to activate the healing properties of the weapon for 1 minute, and re-gain 5 hit points at the start of each of your turns while you are submerged. You can’t do so again until the next dawn. #### Draconic Collar of Willful Penitence *Wondrous item, rare (requires attunement by a dragonborn)* This intricate metal collar imbues you with the blessing of Bahamut, the Platinum Dragon. This collar is worn by those dragonborn that wish to follow a path of redemption for a past sin they are unable to let go of. Once you have performed a sufficient number of good deeds, Bahamut will grant you the inner peace you sought, and the collar will come off. Alternatively, you can even wear this collar for the sake of someone else, gaining enough favor with Bahamut to earn his help in saving them. This item can only be given to you by your DM through a storyline. While wearing it, you gain the following benefits: - You can use your Breath Weapon racial trait as a bonus action, and you can change its damage type to radiant damage. - Good aligned dragons recognize the symbol, and you have advantage on Charisma (Persuasion) checks made to interact with such creatures. Dragonborn that don't follow any deity consider this collar distasteful, regard-less of your intentions, and you have disadvantage on Charisma (Persuasion) checks made to interact with such creatures. - If you have worn this collar for an extended period of time while performing good deeds, without willingly taking it off, then at your DM's discretion the collar can come off on its own and you lose your attunement to it. This signals that you have atoned for your sins (or those of others), and you now permanently benefit from the first feature of this item, while losing the second feature. #### Gauntlets of Bahamut *Wondrous item, rare* These gauntlets were first crafted by clerics of Bahamut, to mimic the mercy and kindness of the Platinum Dragon. They are made out of gifted silver dragon scales instead of metal, and are popular among both cleric and druid healers. While wearing these gauntlets, whenever you stabilize or restore hit points to a creature, that creature regains (additional) hit points equal to your proficiency bonus. \pagebreakNum #### Helmet of the Ironscale Legionnaire *Wondrous item, rare or very rare (requires attunement by a dragonborn)* This helmet is granted to those dragonborn who have proven their worth within the ranks of an Ironscale Legion, or those who have done a great service for the Legion or dragonborn kind. It grants protection and a taste of the power ease with which true dragons use their birthright. While wearing it, you gain the following benefits: - You gain a +1 bonus to your AC and saving throws. - You add 1d6 to the damage dealt by your Breath Weapon racial trait. - The helmet has 4 (rare) or 7 (very rare) charges, and regains 1d4 charges at dawn. You can expend a charge to activate your Breath Weapon racial trait without expending your normal uses. - You have Darkvision out to a range of 60 feet. If you already have Darkvision, then donning this helmet increases its range by 60 feet. #### Runic Dragon Tattoo *Wondrous item (tattoo), rare* This tattoo consists of Draconic runes injected into the skin with a needle. While this tattoo is on you, you can use an action to cast the *haste* or *ianna's overcharge* (page 144) spell once on yourself, requiring no concentration. Once you use this feature, you can't use it again until the next dawn. After the spell ends the tattoo becomes damaged. It can be repaired for a cost of 150 gp worth of materials by someone proficient in the Arcana or Sleight of Hand skills. You can attune to it as if it were a magic item; if you do, it will not become damaged when used. You can wear only one Runic Dragon Tattoo at a time. #### Staff of the Apprentice *Staff, common (requires attunement by a creature with shield proficiency)* *At their DM's discretion, cleric, druid, and storm sorcerer (see page 82) players can exchange one of their starting equipment choices for this magical quarterstaff.* This quarterstaff is given to neophyte druids and clerics that seek to focus more on magic while fighting. Its appearance varies, but it always has a magical core (usually a crystal or orb) which enhances the magic of the wielder. This staff was first created by clerics of Tamara, the dragon goddess of light, life, and healing. It has since been used by clerics and druids who are willing to forgo their shield to enhance their healing. This staff can be used as a spellcasting focus. When you're holding this staff without wield-ing a shield, and you roll damage for a cantrip or 1st-level spell, or you roll to restore hit points through any spell, and you roll a 1 or a 2, you can reroll the die. You must use the new roll. You can add the magical core of your Staff of the Apprentice to any other staff, granting it all the above benefits and restrictions. Afterwards the Staff of the Apprentice becomes an \columnbreak ordinary quarterstaff. You can exchange this core between multiple staves, including magical staves, and an ordinary quarterstaff becomes a new Staff of the Apprentice. #### Vicious Cleavers of Tiamat *Weapons (battleaxes), hoard item (requires attunement by a drow-dragon, half dragon, or zekyl)* *Blood for the Dragon Queen! Skulls for the Dragon Hoard!* See *Fizban's Treasury of Dragons* page 25 for hoard items. If you attune to both of these battleaxes, then they count as a single item for attunement purposes. You gain the Ambidextrous option (page 71), and you ignore the Dragon's Pride Transformation Flaw and have advantage on Wisdom saving throws you make to retain control over your Dragon Rage form. Fire damage dealt by you ignores the resistance and immunity to fire damage of dragons and fiends. Tiamat often gifts these two battleaxes to half dragons that seek power to enact their revenge, even if it comes at a price. Afterwards those cursed folk often become berserkers (see page 108 for the Tireless Rage feature). DM's can gift these battleaxes to their players as part of their background. State | Benefit |:-:|:-:| | Slumbering | - | Stirring | +1 attack and damage rolls, +1d6 fire damage | Wakened | +2 attack and damage rolls, +2d6 fire damage | Ascendant | +3 attack and damage rolls, +3d6 fire damage ***Curse.*** You gain the Dragon Rage curse (page 138) at transformation level 1, which lasts even if attunement ends. #### Vicious Jawguard *Wondrous item, uncommon* These magical metal fangs mould to your teeth, making your bite cut deeper. This item is popular among races with a bite attack, and among owners of predatory pets. This item magically adapts to the size of the creature's bite. This item grants its wearer the following benefits: - You gain a bite attack, if you do not already have one. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - All your bite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - If you already have a bite attack, then the damage dice of your bite attack increase by one step. For example, from 1d4 to 1d6, from 2d6 to 2d8 etc. (maximum of d12). ___ If you are a dragonborn, your bite deals an extra 1d4 damage of the type asso-ciated with your Draconic Ancestry. If you are a lizardfolk, your bite deals an extra 1d4 piercing damage. This extra damage increases to 1d6 at 6th level for both races.
\pagebreakNum # Naga (Bronze) Bronze naga (page 20), or naga for short, are often the most pragmatic of half dragons. They are an enigma to most, and have a reputation for being deadly raiders. Many follow Lendys; dragon god of merciless justice, and often carry out attacks against "evil" targets or races. Most of their men are affected by the Dragon Rage transformation (page 138) but are also permanently changed into their Dragon Rage form. However they can still cast and concentrate on spells, wield coral weapons (page 119) at higher transformation levels, and they can only lose control due to the curse if they can see, smell, or hear a hostile creature while in combat them-selves. Bronze naga players can choose this option with ___ their DM's permission, which grants them the Dragon Rage curse at transformation level 1, while also applying these alterations to the curse. Naga myrmidons are male naga who underwent special training and are able to control the dragon rage. Naga sirens, named after the infamous sirens (page 122), are female naga who fulfill support roles for their men. Both often lead murgul, their grunts, into battle. >**Variant Naga (Bronze):** Some bronze naga are more adept to living in the dark depths of the sea, and gain Darkvision out to a range of 60 feet. In exchange, they must consume twice as much water as normal. ___ ___ > ## Naga Siren > *Medium humanoid, lawful neutral* > ___ > - **Armor Class** 16 (coral armor) > - **Hit Points** 39 (6d8 + 12) > - **Speed** 30 ft., swim 30 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 14 (+2) | 12 (+2) | 14 (+2) | 12 (+1) | 16 (+3) | 16 (+3) | >___ > - **Saving Throws** Dex +3, Con +4, Wis +5, Cha +5 > - **Skills** Arcana +3, Perception +7, Religion +5 > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Common, Draconic, > - **Challenge** 2 (450 XP) **Proficiency Bonus** +2 > ___ > ***Spellcasting.*** The naga is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit > >with spell attacks). She has the following spells prepared:: Cantrips (at will): *frostbite, shape water* 1st level (4 slots): *bless, create or destroy water, cure wounds, guiding bolt* 2nd level (3 slots): *hold person, lesser restoration, spiritual weapon (trident), suggestion* 3rd level (3 slots): *mass healing word, tidal wave, tongues, water breathing (the naga can cast this spell as a ritual)* > > ### Actions > ***Trident.*** *Melee or Ranged Weapon Attack:* +4 (+5 against underwater targets) to hit, Reach 5 ft. or Range 20/80 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage. > ***Guided Lightning Breath (Recharge 5–6).*** The naga exhales lightning in a 60-foot line that's 10 feet wide. Each creature of her choice in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. > ***Constrict.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the tar-get is restrained, and the naga can't constrict another target. \pagebreakNum ___ ___ > ## Naga Myrmidon > *Large humanoid, lawful neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 40 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 19 (+4) | 12 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 14 (+2) | >___ > - **Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 > - **Skills** Athletics +7, Intimidation +5, Perception +7 > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Common, Draconic, > - **Challenge** 5 (1800 XP) **Proficiency Bonus** +3 > ___ > ***Regeneration.*** The naga regains 10 hit points at the start of its turn if it has at least 1 hit point. > ***Magic Resistance.*** The naga has advantage on saving throws against spells and other magical effects. > ***Magic Weapons.*** The naga’s weapon attacks are magical. > ### Actions > ***Multiattack.*** The naga makes two attacks with its coral trident, constrict, or claws, and one attack with its bite. > ***Bite.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage plus 3 (1d6) lightning damage. > ***Claw.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. > ***Constrict.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one > > target. *Hit:* 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the tar-get is restrained, and the naga can't constrict another target. > ***Coral Trident.*** *Melee or Ranged Weapon Attack:* +7 (+8 against underwater targets) to hit, Reach 5 ft. or Range 30/90 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) poison damage and corals grow from the target's wounds. While the target's wounds are infected by these corals it can’t benefit from any healing, it has dis-advantage on Dexterity saving throws, and it takes 2d4 poison damage at the start of each of its turns. A creature can take an action to remove the corals, with a successful DC 12 Wisdom (Medicine) check. Only large creatures can wield this magic weapon, and only the naga can attune to it. > ***Large Net.*** *Ranged Weapon Attack:* +4 to hit, Range 30/90 ft., one target. *Hit:* The target is restrained until it is freed. It has no effect on creatures that are formless, or creatures that are larger than Huge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 15) also frees the creature without harming it, ending the effect and destroying the net. > > ***Breath Weapons (Recharge 5-6).*** The naga uses one of the following two options. > ***Guided Lightning Breath.*** The naga exhales lightning in a 60-foot line that's 10 feet wide. Each creature of his choice in that area must make a DC 14 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. > ***Crushing Wave.*** Instead of using its breath weapon, the naga conjures a wave of water in a 30-foot cone. Each creature of his choice in that area must make a DC 14 Strength saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Targets that fail their saving throw are also knocked prone. ## Siren (Variant Triton) The sirens are the mixed offspring of sirines and merfolk or tritons. They are infamous for their luring songs which have doomed many sailors, though not always intentionally. They either have legs like their sirine fey ancestors, or a fish like tail which transforms into legs when they walk on land. Many sirens reside in a realm called Aquaria and name themselves Mithalans, where they practice the verse, while others live in the kingdom of Atlantica. Their appearance varies, but they are generally considered attractive. The songs of sirens are tied to their inner light or verse as they call it. As such, many follow the Way of the Sun Soul, and can create radiant bolts of light that hone in on their foes. To play a siren, which is a variant triton (*Volo's Guide to Monsters* page 115), you must forgo your Ability Score Increase trait, your Control Air and Water trait, and your Guardians of the Depths trait. In exchange however; your Dexterity, Wisdom, and Charisma scores increase by 1, and you gain the Magic of the Verse and Luring Song traits: ***Magic of the Verse.*** You can cast *animal friendship* at will with this trait, but you can target only beasts with a swim speed with it. At 3rd level you can cast the *enthrall* spell once with this trait, and at 5th level you can cast the *water breathing* spell once with this trait, and you regain the ability to cast these spells this way after finishing 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 only require verbal components to cast these spells. ***Luring Song.*** You gain proficiency in the Performance skill. Whenever you sing, every humanoid that can hear the song and can't breathe water must make a Wisdom saving throw (DC 8 + twice your proficiency bonus) or be charmed until the song ends. You can exclude humanoids of your choice that you can see from having to make this saving throw. The range of this effect is 15 times your proficiency bonus in feet. You can start the song as an action and must use a bonus action on your subsequent turns to continue singing. You can stop singing at any time. A target charmed this way is incapacitated and ignores all other songs. If the target is more than 5 feet away from you, it must move on its turn towards you by the most direct route, provoking opportunity attacks, but it won't move through dangerous terrain that it can see. The target can make the saving throw again at the end of its turns, and whenever it takes damage from you or your allies. On a success, the target is immune to being charmed this way for the next 24 hours. ___ **ADDITIONAL OPTIONS FOR TRITONS:** ***Sea Dweller trait:*** Sea elves and tritons can communicate simple ideas with any beast, elemental or monstrosity with a swim speed, but they can't understand them back this way. **Greater Tapal:** The greater tapal is a chevron-shaped blade with two handles, and counts as a double-bladed scimitar. \pagebreakNum ## Murgul The murgul are a race that resemble a mix between a fish and a frog. They are famous for the gurgling sounds they make when they talk, and infamous for attacking their foes in large numbers. They were artificially created by the bronze naga, and serve them as labor and soldiers. Murgul serve their bronze naga master unquestionably, as they count as being permanently charmed by all bronze naga. An exception are the so called "renegade" murgul, who are not charmed this way, and who are always cast out by other murgul. These murgul often start a career as adventurers, or form isolated villages with other renegade murgul. However, the "renegade" condition is not hereditary, and these villages will often join bronze naga if they come into contact with them. Even without their naga masters, murgul will organize themselves into caste systems similar to grungs. That, and their poisonous skin, makes some scholars speculate that they are part grung. Similar to their bronze naga masters, they have developed a taste for shark meat. Also similar to their naga masters, murgul will relent-lessly hunt down any sahuagin they can find. Both because the naga have deemed the sahuagin to be an evil race, and because they taste very similar to sharks. They prefer to speak in Nerglish, as that is easy for them to talk in, and those who speak Draconic can understand this language. ### Murgul Names Murgul names seem like gargling sounds to others, and don't differentiate between male or female names. ___ **Murgul Names:** Brglmurgl, Lurgglbr, Finley, Glglrmurk, Glrglrglr, Gmurgl, Gobbler, Grrgr, Gurgill, Mmmrrrggglll, Mrmrglmr, Murgla, Murgurgula, Murky, Squrky, Urmgrgl. ### Murgul Traits As a murgul, you gain the following traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1. ***Age.*** Murgul mature to adulthood in a single year, but have been known to live up to 50 years. ***Alignment.*** Most murgul are lawful, having been raised in a strict caste system, and also tend toward neutral. Isolated murgul are pragmatic survivors who often torture their victims before eating them, and tend towards evil. ***Size.*** Murgul average about 3 feet tall, and weight around 40 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet, and you have a swim speed of 30 feet. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light but only in shades of gray. ***Bite.*** You have sharp teeth 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 ***Water Dependency.*** You can breathe air and water. If you fail to submerge yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour. ***Poison Immunity.*** You are immune to poison damage and the poisoned condition. \columnbreak ***Poisonous Skin.*** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can also apply this poison to any piercing or slashing weapon as part of an attack you make with that weapon, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 2d4 poison damage. If the weapon is a ranged weapon, you can apply the poison to ammunition used by the weapon. ***Blood Frenzy.*** When you miss with an attack roll against a creature that doesn't have all its hit points, you can reroll the attack with advantage. You can use this trait a numer of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ***Languages.*** You can speak, read, and write Common, Draconic and Nerglish. Nerglish is the murgul's guttural language. Those who speak Draconic can understand it. ___ > ## Murgul > *Small humanoid, lawful neutral* > ___ > - **Armor Class** 14 (shield) > - **Hit Points** 18 (4d6 + 4) > - **Speed** 30 ft., swim 30 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 12 (+1) | 14 (+2) | 12 (+1) | 12 (+1) | 12 (+1) | 8 (-1) | >___ > - **Skills** Perception +5, Stealth +6 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Draconic, Nerglish > - **Challenge** 1/2 (100 XP) **Proficiency Bonus** +2 > ___ > ***Water Dependency.*** The murgul can breathe air and water, but it needs to be submerged in water for at least 1 hour every 24 hours or suffer a level of exhaustion. > ***Poisonous Skin.*** Any creature that comes into direct contact with the murgul's skin must make a DC 11 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with a murgul's skin can repeat the saving throw at the end of each of its turns, ending the effect on a success. > ***Blood Frenzy.*** The murgul has advantage on attack rolls against any creature that doesn't have all its hit points. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage plus 5 (2d4) poison damage. > ***Shortsword.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage plus 5 (2d4) poison damage. > ***Javelin.*** *Melee or Ranged Weapon Attack:* +3 to hit, Reach 5 ft. or Range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage plus 5 (2d4) poison damage. \pagebreakNum # Celestial Dragon Celestial dragons, also known as lung dragons or t'ien lung dragons, are neither metallic nor chromatic dragons. Instead they are believed to be related to the astral dragons, as they are also able to take flight without having wings. They are smug and arrogant, yet also noble and honorable, even if they are often rigid and unmerciful. They are also known for their heavenly wrath breath weapons, which burn and blind foes with radiant fire, as well as their ability to control the weather. ***Colorful Dragons.*** A t’ien lung’s scales are dull gold at birth, but brighten to a brilliant yellow when it reaches the young adult age; but orange and light green varieties are also common, as well as radiant blue. Radiant and sometimes Multi-hued manes surround their necks, and whiskers often branch from their snouts and rise over the tops of their heads. Wispy golden beards dangle beneath their chins. From the age of young adult and up, their scales give off a sweet aroma resembling that of cherry blossoms. ***Habitat/Society.*** T’ien lung live in resplendent castles in cloud banks and on high mountain peaks. Male t’ien lung never remain with their mates, and females banish their offspring as soon as they reach the age of young. Though wingless, these dragons can fly magically due to a magic blue pearl embedded in their brains. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. It can cease or resume flight as a free action. Half celestial dragons do not inherit this pearl, but there are those who are blessed with wings, whose appearance varies. ***Ecology.*** T’ien lung enjoy eating opals and pearls and look kindly on any mortal who gives them such delicacies. Farmers who rely on the good will of t’ien lung for good weather often make sizeable offerings of these precious gems. T’ien lung are thought to be among the most favored officials of the Celestial Bureaucracy; true or not, t’ien lung do little to discourage their reputation. ***Reserved yet deadly.*** Whenever possible, t’ien lung attempt to warn away potential opponents with a fiery blast from their breath weapon. If their warnings go unheeded, they fight ferociously. T’ien lung prefer to fight from the air, circling their opponents and attacking with their magic and breath weapons, then swooping in for melee attacks when given an opening. T’ien lung can perform tail slaps and can kick opponents behind them sending enemies reeling. ### Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: - The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. - One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. \columnbreak ### Regional Effects The region surrounding a legendary celestial dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: - The weather is calm and pleasant within 10 miles of the dragon's lair. So calm in fact that the dragon can hear the chants of any potential nearby monasteries, whom the dragon loves to listen to. - Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. - Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. ___ > ## Celestial Dragon Wyrmling > *Medium dragon, lawful neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 52 (8d8 + 16) > - **Speed** 30 ft., fly 60 ft., swim 30 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 19 (+4) | 14 (+3) | 15 (+2) | 14 (+2) | 11 (+0) | 16 (+3) | >___ > - **Saving Throws** Dex +4, Con +4, Wis +2, Cha +5 > - **Skills** Insight +2, Perception +4, Persuasion +5, Stealth +4 > - **Damage Resistance** fire, lightning, radiant, thunder > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 > - **Languages** Draconic > - **Challenge** 3 (700 XP) **Proficiency Bonus** +2 > ___ > ***Amphibious.*** The dragon can breathe air and water. > ***Flyby.*** The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage. > > ***Heavenly Wrath Breath (Recharge 5–6).*** The dragon exhales heavenly fire in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 17 (5d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. \pagebreakNum ___ > ## Young Celestial Dragon > *Large dragon, lawful neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 161 (17d10 + 67) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 23 (+6) | 14 (+2) | 19 (+4) | 16 (+3) | 13 (+1) | 20 (+5) | >___ > - **Saving Throws** Dex +6, Con +8, Wis +5, Cha +9 > - **Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 > - **Damage Resistance** fire, lightning, radiant, thunder > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 > - **Languages** Common, Draconic > - **Challenge** 10 (5,900 XP) **Proficiency Bonus** +4 > ___ > ***Amphibious.*** The dragon can breathe air and water. > ***Flyby.*** The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, Reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, Reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > > ***Heavenly Wrath Breath (Recharge 5–6).*** The dragon exhales heavenly fire in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, the creature takes 42 (12d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. ___ > ## Adult Celestial Dragon > *Huge dragon, lawful neutral* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 237 (19d12 + 114) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | >___ > - **Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 > - **Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 > - **Damage Resistance** fire, lightning, radiant, thunder \columnbreak ___ > **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 > **Languages** Common, Draconic > **Challenge** 17 (18,000 XP) **Proficiency Bonus** +6 > ___ > ***Amphibious.*** The dragon can breathe air and water. > ***Flyby.*** The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ***Innate Spellcasting.*** The dragon’s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: *daylight, detect thoughts, divination, invisibility* 3/day each: *control weather, pyrotechnics, suggestion* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +14 to hit, Reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. > > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > > ***Heavenly Wrath Breath (Recharge 5–6).*** The dragon exhales heavenly fire in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 45 (13d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. > > ***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check >**Tail Attack.** The dragon makes a tail attack. >**Dive (Costs 2 Actions).** The dragon immediately flies to a creature (and then flies away from it), using its Multi-attack on that creature at its lowest point of the dive. \pagebreakNum ___ ___ > ## Ancient Celestial Dragon > *Gargantuan dragon, lawful neutral* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 518 (28d20 + 224) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 29 (+9) | 14 (+2) | 27 (+8) | 18 (+4) | 17 (+3) | 28 (+9) | >___ > - **Saving Throws** Dex +9, Con +15, Wis +10, Cha +16 > - **Skills** Insight +10, Perception +17, Persuasion +16, Stealth +19 > - **Damage Resistance** fire, lightning, radiant, thunder > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 > - **Languages** Common, Draconic > - **Challenge** 24 (62,000 XP) **Proficiency Bonus** +7 > ___ > ***Amphibious.*** The dragon can breathe air and water. > ***Flyby.*** The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ***Innate Spellcasting.*** The dragon’s spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components: At will: *daylight, detect thoughts, divination, invisibility* 3/day each: *control weather, pyrotechnics, suggestion* 1/day each: *firestorm, meteor swarm, sunburst* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence, and make three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +16 to hit, Reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +16 to hit, Reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +16 to hit, Reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. > > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Heavenly Wrath Breath (Recharge 5–6).*** The dragon exhales heavenly fire in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 56 (16d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. > ***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resis-tance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check >**Tail Attack.** The dragon makes a tail attack. >**Dive (Costs 2 Actions).** The dragon immediately flies to a creature (and then flies away from it), using its Multiattack on that creature at its lowest point of the dive. >The dragon's listed innate spells are not part of the **Variant: Dragons as Innate Spellcasters** option (*Monster Manual* page 86). When using that variant, the dragon favors spells from the wizard spell list. \pagebreakNum # Fang / Gray Dragon Fang and gray dragons are greedy, rapacious, and cunning creatures. They live for the hunt, and are exceptionally well adapted to it. Savage combatants, even by draconic standards, these dragons relish the chance to consume the flesh of other creatures, and happily wade into the fray for the chance to enjoy their favorite meal. The most physically terrifying of the dragons, their bodies are covered in bony spikes, and their tails are forked with scythe-like tips. A faint scent of blood always surrounds these dragons. The scales and bony spikes of fang dragons are gray or mottled brown, while those of gray dragons are always gray. Their heads are adorned with many horns or spikes, while their eyes tend to be glittering red or orange. Despite their muscular wings, they are rather poor flyers. ***Angry and Twisted.*** Fang and gray dragons are prone to random acts of violence and outbursts of rage. They revel in the violence, and when they feel they have the advantage they wade into the fray with fervor. These dragons will not hesitate to wreak havoc on anyone they deem weaker than themselves, even if they see them merely as an annoyance. ***Consummate Hunters.*** Fang and gray dragons eat all manner of fresh meat, especially enjoying the flesh of intelligent creatures. They prefer to seek food far from their lairs, and will use their ability to mimic sounds they have heard to lure in prey. Fang and gray dragons are masters of physical combat, and every part of their body is lethal. Their bite is said to drain their victim's very soul, consuming it. ***Hunter and Hunted.*** Fang dragons are not chromatic dragons, and are outside Tiamat's control. Which is why she sent her followers out to find their eggs and "improve" them with a ritual that turned them into chromatic dragons. This ritual gave them a breath weapon and turned them into the first gray dragons. She then ordered these gray dragons to hunt down and kill any remaining fang dragons. Hunted, with their numbers dwindling, fang dragons detest Tiamat and all her followers and will attack them on sight. ### Fang Dragons You can use the gray dragon game statistics for fang dragons as well, by removing their Acid Immunity trait and Acid Breath action. In exchange, they gain the Rage trait: ___ ***Rage (Wyrmling: 1/Day, Young: 2/Day, Adult: 3/Day, Ancient: Unlimited).*** As a bonus action, the fang dragon can enter a rage for 1 minute. While raging it has advantage on all saving throws and on Strength checks, and it gains a bonus to its damage rolls equal to its proficiency bonus. ### Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: - A dense fog forms in a 40 foot radius centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again, or the dragon dies. - The dragon chooses a point on the ground within 120 feet of it, and stone spikes sprout out from it. The effect is identical to the *spike growth* spell and lasts until the dragon uses this lair action again or until it dies. - A 20 foot radius of antimagic forms centered on a point the dragon can see within 120 feet of it. This zone has the same functional effect as if an antimagic field had been cast, except it is stationary, and remains until the dragon uses this lair action again or the dragon dies. ### Regional Effects The region containing the dragon's lair is warped by it's magic, creating one or more of the following effects: - Within 6 miles of a fang dragon's lair, the terrain takes on sharper features. Jagged, rocky outcroppings surface, plants grow thorns, and it becomes harder to move through the area. Overland movement takes twice as long in the area due to the hazardous conditions. - Animals (other than insects) will not reside or willingly approach within 1 mile of a fang dragon's lair. - Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plant and rock formations in this area. ___ > ## Gray Dragon Wyrmling > *Medium dragon, chaotic neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 32 (5d8 + 10) > - **Speed** 30 ft., climb 30 ft., fly 60 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 16 (+3) | 10 (+2) | 15 (+2) | 10 (+0) | 13 (+1) | 13 (+1) | >___ > - **Saving Throws** Dex +2, Con +4, Wis +3, Cha +3 > - **Skills** Intimidation +3, Perception +5, Stealth +2 > - **Condition Immunities** frightened > - **Damage Immunities** acid > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 15 > - **Languages** Common, Draconic > - **Challenge** 2 (450 XP) **Proficiency Bonus** +2 > ___ > ***Sound Imitation.*** The dragon can mimic any sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 9 (1d12 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the dragon regains hit points equal to that amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Acid Breath (Recharge 5–6).*** The dragon exhales acid in an 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. \pagebreakNum ___ > ## Young Gray Dragon > *Large dragon, chaotic neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 133 (14d10 + 56) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 20 (+5) | 10 (+0) | 18 (+4) | 10 (+0) | 15 (+2) | 15 (+2) | >___ > - **Saving Throws** Dex +3, Con +7, Wis +5, Cha +5 > - **Skills** Intimidation +5, Perception +8, Stealth +3 > - **Condition Immunities** frightened > - **Damage Immunities** acid > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 > - **Languages** Common, Draconic > - **Challenge** 6 (2,300 XP) **Proficiency Bonus** +3 > ___ > ***Sound Imitation.*** The dragon can mimic any sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. > > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, Reach 10 ft., one target. *Hit:* 18 (2d12 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the dragon regains hit points equal to that amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage. > > ***Acid Breath (Recharge 5–6).*** The dragon exhales acid in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. ___ > ## Adult Gray Dragon > *Huge dragon, chaotic neutral* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 212 (17d12 + 102) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 24 (+7) | 10 (+0) | 22 (+6) | 12 (+1) | 17 (+3) | 17 (+3) | >___ \columnbreak ___ > **Saving Throws** Dex +5, Con +11, Wis +8, Cha +8 > **Skills** Intimidation +8, Perception +13, Stealth +5 > **Condition Immunities** frightened > **Damage Immunities** acid > **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 > **Languages** Common, Draconic > **Challenge** 15 (13,000 XP) **Proficiency Bonus** +5 > ___ > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Sound Imitation.*** The dragon can mimic any sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +12 to hit, Reach 10 ft., one target. *Hit:* 20 (2d12 + 7) piercing damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the dragon regains hit points equal to that amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 18 (2d10 + 7) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Acid Breath (Recharge 5–6).*** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d8+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ > ## Ancient Gray Dragon > *Gargantuan dragon, chaotic neutral* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 388 (21d20 + 168) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 28 (+9) | 10 (+0) | 26 (+8) | 14 (+2) | 20 (+5) | 20 (+5) | >___ > - **Saving Throws** Dex +7, Con +15, Wis +12, Cha +12 > - **Skills** Intimidation +12, Perception +19, Stealth +7 > - **Condition Immunities** frightened > - **Damage Immunities** acid > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 29 > - **Languages** Common, Draconic > - **Challenge** 22 (41,000 XP) **Proficiency Bonus** +7 > ___ > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Sound Imitation.*** The dragon can mimic any sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful DC 20 Wisdom (Insight) check. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence, and make three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +16 to hit, Reach 15 ft., one target. *Hit:* 22 (2d12 + 9) piercing damage. If the target is a creature, it must succeed on a DC 24 Constitution saving > >throw or its hit point maximum is reduced by an amount equal to the damage taken and the dragon regains hit points equal to that amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > ***Claw.*** *Melee Weapon Attack:* +16 to hit, Reach 10 ft., one target. *Hit:* 18 (2d8 + 9) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +16 to hit, Reach 20 ft., one target. *Hit:* 20 (2d10 + 9) slashing damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Acid Breath (Recharge 5–6).*** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check. >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 18 (2d8+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum # Song Dragon Song dragons are a rare breed of dragons that prefer to dwell among humanity. To this end they take on the form of a woman, using this disguise to live as a human would, and only revealing their true form if placed in peril or the need is great enough. Music is an intrinsic part of a song dragon's personality, much like pranks and jokes are among copper dragons. They are known for their independance and rarely acknowledge anyone's authority over their own. In their natural form, song dragons are slim and splendid dragons with iridescent silver-blue scales and the general shape of a copper dragon. In human form, they appear to be attractive women of 20 to 30 years in age. They retain full knowledge and awareness regardless of form. Most are consummate actors, such that others are usually unaware of a song dragon's identity. ***Little Lives.*** Despite their innate power, song dragons prefer to dwell among people that many other dragons might perceive as "lesser" creatures. A song dragon, both female and male, possesses a unique alternative form, that of an attractive human(oid) woman aged between 20 and 30 years old. In addition, due to greatly lesser numbers, male song dragons are an extremely rare occurrence. ***Agents of Good.*** Song dragons seldom live uninteresting lives. Many choose to serve or cooperate with powerful individuals, groups, or organizations whose causes align with their sensibilities. They believe in causes that preserve, renew, and protect the land or communities they choose to live in. Some song dragons may be perceived as great heroes of humanity, while others choose to keep their acts of heroism just as secret as their true form. ***Battle's Song.*** Song dragons strike quickly and mercilessly with their razor-sharp claws, ending a fight as quickly as possible. They sing joyously as they fight, and it is this habit for which they are named. The song dragon is no fool, however, and they will remain silent if their song would endanger allies or prevent the success of their own attack. This song inspires hope and courage within the dragon as well as its allies. Song dragons prefer not to fight in their lairs, as those are the human communities they live in. In human form, they prefer to use slashing edged weapons. ### Lair Actions The song dragon can use its lair actions in both dragon and human form. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: - One creature the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon's haunting song. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - The dragon chooses a point on the ground within 120 feet of it. Each creature within 10 feet of that point must succeed at a DC 15 Strength saving throw or be unable to move their feet from the ground and be restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. The area counts as difficult terrain, and this effect lasts until the dragon uses this lair action again or until it dies. \columnbreak ### Regional Effects The region surrounding a legendary song dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: - Intelligent creatures within the town in which the dragon lives feel joyous, and at peace. Good-aligned creatures in particular feel like this town is lovely, and would make an excellent place to settle. - The dragon can use tiny beasts such as rodents and birds within the town as its eyes and ears. They are unaware of its presence in their minds. - The town in which the dragon lives seems better kept and more beautiful than efforts on the part of its citizens can explain. The citizens assume someone is responsible, but tend not to question who or how. ___ > ## Song Dragon Wyrmling > *Medium dragon, chaotic neutral or chaotic good* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 52 (8d8 + 16) > - **Speed** 30 ft., fly 60 ft., swim 30 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 19 (+4) | 14 (+2) | 15 (+2) | 14 (+2) | 14 (+2) | 16 (+3) | >___ > - **Saving Throws** Dex +4, Con +4, Wis +4, Cha +5 > - **Skills** Deception +5, Perception +6, Performance +5, Persuasion +5, Stealth +4 > - **Condition Immunities** poisoned > - **Damage Immunities** lightning, poison > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 16 > - **Languages** Draconic > - **Challenge** 3 (700 XP) **Proficiency Bonus** +2 > ___ > ***Battle Song.*** As a bonus action, the dragon can start a joyous and inspiring song for 1 minute, or until it can no longer speak. The dragon, and allies of the dragon within 30 feet of it, gain advantage on death saving throws and saving throws against being frightened. > ***Tongues.*** The dragon counts as being permanently affected by the *tongues* spell. > ***True Seeing.*** The dragon is permanently affected by the *true seeing* spell, but with a range of 15 feet instead. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage. > > ***Electrically Charged Gas (Recharge 5–6).*** The dragon exhales electrically charged gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 17 (5d6) lightning damage and is unable to speak and use verbal components until the end of its next turn. On a successful save, the creature takes half as much damage and can speak and use verbal components. \pagebreakNum ___ > ## Young Song Dragon > *Large dragon, chaotic neutral or chaotic good* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 161 (17d10 + 67) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 23 (+6) | 14 (+2) | 19 (+4) | 16 (+3) | 16 (+3) | 20 (+5) | >___ > - **Saving Throws** Dex +6, Con +8, Wis +7, Cha +9 > - **Skills** Deception +9, Perception +11, Performance +9, Persuasion +9, Stealth +6 > - **Condition Immunities** poisoned > - **Damage Immunities** lightning, poison > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 21 > - **Languages** Common, Draconic > - **Challenge** 10 (5,900 XP) **Proficiency Bonus** +4 > ___ > ***Battle Song.*** As a bonus action, the dragon can start a joyous and inspiring song for 1 minute, or until it can no longer speak. The dragon, and allies of the dragon within 40 feet of it, gain advantage on death saving throws and saving throws against being frightened. > ***Tongues.*** The dragon counts as being permanently affected by the *tongues* spell. > ***True Seeing.*** The dragon is permanently affected by the *true seeing* spell, but with a range of 15 feet instead. > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +10 to hit, Reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +10 to hit, Reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > ***Electrically Charged Gas (Recharge 5–6).*** The dragon exhales electrically charged gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, the creature takes 42 (12d6) lightning damage and is unable to speak and use verbal components until the end of its next turn. On a successful save, the creature takes half as much damage and can speak and use verbal components. ___ > ## Adult Song Dragon > *Huge dragon, chaotic neutral or chaotic good* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 237 (19d12 + 114) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 27 (+8) | 14 (+2) | 25 (+7) | 18 (+4) | 18 (+4) | 24 (+7) | >___ > **Saving Throws** Dex +8, Con +13, Wis +10, Cha +13 > **Skills** Deception +13, Perception +16, Performance +13, Persuasion +13, Stealth +8 > **Condition Immunities** poisoned \columnbreak ___ > **Damage Immunities** lightning, poison > **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 > **Languages** Common, Draconic > **Challenge** 17 (18,000 XP) **Proficiency Bonus** +6 > ___ > ***Battle Song.*** As a bonus action, the dragon can start a joyous and inspiring song for 1 minute, or until it can no longer speak. The dragon, and allies of the dragon within 50 feet of it, gain advantage on death saving throws and saving throws against being frightened. > ***Innate Spellcasting.*** The dragon’s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: *light* 2/day each: *blink, darkness, feather fall, heal, teleport* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Tongues.*** The dragon counts as being permanently affected by the *tongues* spell. > ***True Seeing.*** The dragon is permanently affected by the *true seeing* spell, but with a range of 15 feet instead. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +14 to hit, Reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Electrically Charged Gas (Recharge 5–6).*** The dragon exhales electrically charged gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 45 (13d6) lightning damage and is unable to speak and use verbal components until the end of its next turn. On a successful save, the creature takes half as much damage and can speak and use verbal components. > ***Change Shape.*** The dragon magically transforms into the form of a female human (or similar humanoid race) between the ages of 20 to 30, while retaining its game statistics (other than its size). Each dragon has its own unique form. This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 16 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ > ## Ancient Song Dragon > *Gargantuan dragon, chaotic neutral or chaotic good* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 518 (28d20 + 224) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 29 (+9) | 14 (+2) | 27 (+8) | 20 (+5) | 20 (+5) | 28 (+9) | >___ > - **Saving Throws** Dex +9, Con +15, Wis +12, Cha +16 > - **Skills** Deception +16, Perception +19, Persuasion +16, Stealth +9 > - **Condition Immunities** poisoned > - **Damage Immunities** lightning, poison > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 29 > - **Languages** Common, Draconic > - **Challenge** 24 (62,000 XP) **Proficiency Bonus** +7 > ___ > ***Battle Song.*** As a bonus action, the dragon can start a joyous and inspiring song for 1 minute, or until it can no longer speak. The dragon, and allies of the dragon within 60 feet of it, gain advantage on death saving throws and saving throws against being frightened. > ***Innate Spellcasting.*** The dragon’s spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components: At will: *darkness, light* 2/day each: *blink, feather fall, heal, teleport, wall of force* 1/day each: *plane shift, reverse gravity, true polymorph* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Tongues.*** The dragon counts as being permanently affected by the *tongues* spell. > ***True Seeing.*** The dragon is permanently affected by the *true seeing* spell, but with a range of 15 feet instead. > > ### Actions >***Multiattack.*** The dragon can use its Frightful Presence, and > >make three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +16 to hit, Reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +16 to hit, Reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +16 to hit, Reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Electrically Charged Gas (Recharge 5–6).*** The dragon exhales electrically charged gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 56 (16d6) lightning damage and is unable to speak and use verbal components until the end of its next turn. On a successful save, the creature takes half as much damage and can speak and use verbal components. > ***Change Shape.*** The dragon magically transforms into the form of a female human (or similar humanoid race) between the ages of 20 to 30, while retaining its game statistics (other than its size). Each dragon has its own unique form. This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. > >**Detect.** The dragon makes a Wisdom (Perception) check. >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. >The dragon's listed innate spells are not part of the **Variant: Dragons as Innate Spellcasters** option (*Monster Manual* page 86). When using that variant, the dragon favors spells from the cleric spell list. \pagebreakNum # Steel Dragon Steel dragons, or Greyhawk dragons, are a variety of dragon that prefer humanoid form to their own, using their shapeshifting ability to infiltrate the cities of civilised races and live a second life among them. A steel dragon wyrmling’s scales are blue-grey, highlighted with steel. As the dragon ages its coloring lightens, eventually gaining the luster of burnished steel by adulthood. For some reason, possibly a form of vanity or maybe just a law of their magical transformation by which they must abide, the steel dragon’s humanoid form always has one feature that is steel-grey. This feature might be their hair, eyes, or nails, for instance. It need not be an organic part of their body and might just as easily be ornamentation such as a ring or tattoo. Whatever the reason, it is by this sign that two steel dragons recognize each other. ***Urban Dwellers.*** Steel dragons prefer to live among humanoids, choosing for their homes large dwellings such as mansions, towers, or castles. Steel dragons prefer to have a life of significance worthy of their sense of personal status, and as such stand apart even while they blend in. ***Second Life.*** Steel dragons prefer to live a second life among human cultures, rather than in their own true forms. They prefer to invest in property and business instead of hoarding monetary treasures. When they do hoard, they prefer to hoard works of art, antiquities, books, finery, magic items, or servants. They respect laws as a means to gain wealth, but despise absolute authority, even if meant for good. As such they often promote freedom and under-mine authoritarian forces in their many lives. They are skillful shapechangers who fully immerse themselves into their many human lives, which they call the chain of lives. ***Peaceful Predators.*** Despite their power, steel dragons would rather talk their way out of a conflict than engage in needless fighting. If a fight is unavoidable, the steel dragon opens up with spells or ranged attacks in preference to melee. They use spells to incapacitate an enemy, if possible, only transforming back into a dragon if the need is dire. ### Lair Actions The steel dragon can use its lair actions in both dragon and human form. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: - Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. It must make a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The target is restrained and unable to breathe or stand up. The target or a creature next to it can use its action to make a DC 10 Strength check, ending the buried state on a success. - The dragon chooses a point on the ground within 120 feet of it, and stone spikes sprout out from it. The effect is identical to the *spike growth* spell and lasts until the dragon uses this lair action again or until it dies. - The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself. \columnbreak ### Regional Effects The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: - Intelligent creatures near where the dragon lives become more intellectually stimulated, and frequently pick up unusual interests which become a passion. - Within its lair, the dragon can set illusory sounds so that they can be heard in various parts of the lair. It often uses this ability to listen to great classical works. - Within the limits of its home town, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it is impossible except by magical means. ___ > ## Steel Dragon Wyrmling > *Medium dragon, lawful neutral or lawful good* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 22 (4d8 + 4) > - **Speed** 30 ft., climb 30 ft., fly 60 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 15 (+2) | 14 (+2) | 13 (+1) | 13 (+1) | 11 (+0) | 13 (+1) | >___ > - **Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 > - **Skills** History +3, Perception +4, Persuasion +3, Stealth +4 > - **Damage Resistance** poison > - **Damage Immunities** acid > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 > - **Languages** Common, Draconic > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage. > > ***Breath Weapons (Recharge 5–6).*** The Dragon uses one of the following Breath Weapons. > ***Acid Breath.*** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. > ***Poison Breath.*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \pagebreakNum ___ > ## Young Steel Dragon > *Large dragon, lawful neutral or lawful good* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 119 (14d10 + 42) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 19 (+4) | 14 (+2) | 17 (+3) | 15 (+2) | 12 (+1) | 15 (+2) | >___ > - **Saving Throws** Dex +5, Con +6, Wis +4, Cha +5 > - **Skills** History +5, Perception +7, Persuasion +5, Stealth +5 > - **Damage Resistance** poison > - **Damage Immunities** acid > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 > - **Languages** Common, Draconic > - **Challenge** 6 (2,300 XP) **Proficiency Bonus** +3 > ___ > ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > > ***Breath Weapons (Recharge 5–6).*** The Dragon uses one of the following Breath Weapons. > ***Acid Breath.*** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. > ***Poison Breath.*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ___ > ## Adult Steel Dragon > *Huge dragon, lawful neutral or lawful good* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 172 (15d12 + 75) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 23 (+6) | 14 (+2) | 21 (+5) | 18 (+4) | 14 (+2) | 18 (+4) | >___ > **Saving Throws** Dex +7, Con +10, Wis +7, Cha +9 > **Skills** History +9, Perception +12, Persuasion +14, Stealth +7 \columnbreak ___ > **Damage Resistance** poison > **Damage Immunities** acid > **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 > **Languages** Common, Draconic > **Challenge** 13 (10,000 XP) **Proficiency Bonus** +5 > ___ > ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no material components: 1/day each: *hold monster, legend lore, teleport* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +11 to hit, Reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > ***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Breath Weapons (Recharge 5–6).*** The Dragon uses one of the following Breath Weapons. > ***Acid Breath.*** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) acid damage on a failed save, or half as much damage on a successful one. > ***Poison Breath.*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. > ***Change Shape.*** The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. > > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ > ## Ancient Steel Dragon > *Gargantuan dragon, lawful neutral or lawful good* > ___ > - **Armor Class** 21 (natural armor) > - **Hit Points** 297 (17d20 + 119) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 27 (+8) | 14 (+2) | 25 (+7) | 20 (+5) | 15 (+2) | 20 (+5) | >___ > - **Saving Throws** Dex +8, Con +13, Wis +8, Cha +11 > - **Skills** History +11, Perception +14, Persuasion +11, Stealth +8 > - **Damage Resistance** poison > - **Damage Immunities** acid > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 > - **Languages** Common, Draconic > - **Challenge** 20 (25,000 XP) **Proficiency Bonus** +6 > ___ > ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components: 1/day each: *hold monster, legend lore, scrying, teleport* > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence, and make three attacks: one with its bite and two with its claws. > ***Bite.*** *Melee Weapon Attack:* +15 to hit, Reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage. > ***Claw.*** *Melee Weapon Attack:* +15 to hit, Reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +15 to hit, Reach 20 ft., one target. *Hit:* 19 (2d10 + 8) slashing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. > > ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > ***Breath Weapons (Recharge 5–6).*** The Dragon uses one of the following Breath Weapons. > ***Acid Breath.*** The dragon exhales acid in an 90-foot line that is 10 feet wide. Creatures in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) acid damage on a failed save, or half as much damage on a successful one. > ***Poison Breath.*** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. > ***Change Shape.*** The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. > ### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. >**Detect.** The dragon makes a Wisdom (Perception) check. >**Tail Attack.** The dragon makes a tail attack. >**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. >The dragon's listed innate spells are not part of the **Variant: Dragons as Innate Spellcasters** option (*Monster Manual* page 86). When using that variant, the dragon favors spells from the cleric spell list. \pagebreakNum ## Revised and Additional Feats At your DM's discretion, you can use the following revised and additional feat options to complement your character. The revisions listed here are meant to make these feats more viable when compared to other feat options. ### Actor (revised) Skilled at mimicry and dramatics, you gain these benefits: - Increase your Charisma score by 1, to a maximum of 20. - You gain proficiency with the disguise kit. If you have proficiency with this tool from another source, then your proficiency bonus is doubled for any ability check you make that uses the disguise kit. - You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. - You can mimic the sounds made by other creatures or the speech of another person. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. ### Brawler *This feat replaces both the Grappler and Tavern Brawler feats by combining their respective effects into one feat.* ___ *Prerequisite: Strength 13 or higher* - Increase your Strength or Constitution score by 1, to a maximum of 20. - You are proficient with improvised weapons. - Your unarmed strike uses a d4 for damage. - When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use your bonus action to make a grapple check against the target. - You can use your bonus action to try to pin a creature grappled by you. To do so, make a grapple check. If you succeed, the target is restrained until the grapple ends. ### Charger (revised) When you use your action to Dash, you can use your bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack's damage roll equal to 5 + half your character level, rounded down (if you chose to make a melee weapon attack and hit); or the creature has disadvan-tage on its ability check against your shove (if you chose to shove) and you push the target up to 10 feet way from you if you succeed and choose to push the target. If you have the Extra Attack feature, then the damage of the melee weapon attack you can make with this feat increases by 5 for each additional attack that the Extra Attack feature grants you. ### Defensive Duelist (revised) *Prerequisite: Dexterity 13 or higher* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack on their turn, you can use your reaction to add your proficiency bonus to your AC until the end of that creature's turn, potentially causing their melee attacks to miss you. You cannot use this feature if you are wearing heavy armor. \columnbreak ### Dual Wielder (revised) You master fighting with two weapons, to deadly effect: - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - When you engage in two-weapon fighting, you can make the off-hand attack as part of the Attack action, instead of as a bonus action. You can only make one off-hand attack each time you take the Attack action. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you gain a +1 bonus to damage rolls with them if they are light. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. As part of the same object interaction you use to draw your weapon(s), you can stow and doff any weapons and shields you are wielding. ### Dungeon Delver (revised) You have a knack for finding hidden traps and secret doors, as well as efficiently using your dungeoneering equipment. - Increase one ability score of your choice by 1, to a maximum of 20. - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps, and resistance to the damage dealt by traps. Additionally, you can search for traps while traveling at a normal pace, instead of only at a slow pace. - You can drink a potion as a bonus action instead of an action. - You can read any spell scroll and cast its spell regardless of class requirements. You automatically succeed on any ability check you make to cast a scroll’s spell, provided its spell level is equal to or lower than your proficiency bonus. Your spellcasting ability when using scrolls is Intelligence, Wisdom, or Charisma (your choice). ### Fighting Initiate (revised) *Prerequisite: Proficiency with a martial weapon* - Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. - Your martial training has helped you develop a particular style of fighting. You learn one Fighting Style option of your choice from the fighter class. If you already have a style, you must choose a different one. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. ### Heavy Armor Master (revised) *Prerequisite: Proficiency with heavy armor* ___ You can use your armor to deflect strikes that would kill others. You gain the following benefits: - Increase your Strength score by 1, to a maximum of 20. - While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 2 + half your proficiency bonus (rounded down). You reduce damage this way before resistances have been calculated. If your armor is magical, then you also reduce bludgeoning, piercing, and slashing damage from magical weapons this way. \pagebreakNum ### Linguist (revised) *Prerequisite: Intelligence 13 or higher* ___ You have studied languages and codes, gaining the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. - Whenever your intelligence modifier increases, you can choose to learn another language. - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. - You can add your Intelligence modifier to your Charisma skill checks while verbally conversing with a creature. ### Martial Adept (revised) You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: - You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). - You gain two superiority dice, which are d6s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. If you have any superiority dice from another source, you can change the superiority dice granted by this feat to be equal to those superiority dice granted by the other source if they are higher. - You gain proficiency with two weapons of your choice. Each one must be a simple or a martial weapon. If you are proficient with all simple and martial weapons, then you become proficient with improvised weapons. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of this feat's maneuvers with another one available to the Battle Master archetype in the fighter class that you don't have. ### Medium Armor Master (revised) *Prerequisite: Proficiency with medium armor* ___ You have practiced moving in medium armor to gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. - When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. ### Orcish Fury (revised) *Prerequisite: Half-orc* ___ Your fury burns tirelessly. You gain the following benefits: - Increase your Strength or Constitution score by 1, to a maximum of 20. - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You can only use this feature once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. - Immediately after you use your Relentless Endurance trait, you can make one weapon attack. - 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. ### Savage Attacker (revised) You strike at your foes with great savagery. You gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. - When you score a critical hit with a melee weapon attack, you can treat one damage die as having rolled its maximum value. ### Skulker (revised) *Prerequisite: Dexterity 13 or higher* ___ You are an expert at slinking through shadows. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - You can attempt to hide even when you are only lightly obscured, and you have advantage on any checks made to hide when you are at least heavily obscured. - When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. - Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight, and you gain Dark-vision out to a range of 60 feet. If you also have Darkvis-ion from another source, its range increases by 30 feet. ### Toughness *This feat replaces both the Tough and Durable feats.* ___ Hardy and resilient, you gain the following benefits: - Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. - When you roll a Hit Die to regain hit points, the number of hit points you regain from the roll is increased by 2. ### Weapon Master (revised) You have practiced extensively with a variety of weapons, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain proficiency with four simple or martial weapons of your choice, and a +1 bonus to attack rolls you make with these weapons. \pagebreakNum ## Dragon Rage Transformation *The transformation listed here follows the rules of the Transformation section in the Grim Hollow Campaign Guide (page 30 and 31).* You are affected by the Dragon Rage, or Dracorage, a curse bestowed upon dragon kind and their half blood descendants. A Dragon Rage causes those affected to slowly become more agitated and reckless, eventually becoming little more than raging beasts. The Dragon Rage form manifests itself in a dragon as a madness of growing aggression, shown by its blood red glowing eyes, as it goes on a mindless rampage. For half dragons the Dragon Rage form is more extreme, as they gain a more bestial draconic appearance. Their heads turn into the image of their dragon ancestors, and scales cover their entire bodies, while their hands grow long and extended claws that can easily tear though metal and hide alike. The worst part is that they can attack anyone at random, as they struggle to maintain control against the madness that is overtaking them. The Dragon Rage curse was created during the first Rage of Dragons, or Dracorage. This was a periodic Realms-wide event that occurred when many dragons went on a collective, senseless rampage, destroying everything in their path. This periodic madness seemed to be tied to the appearance of the King-Killer Star, and could last for several tendays. Sometimes, however, these Rages are localized, less intense events, depending on the astrological position of the stars. In the event of a localized Rage of Dragons, the more common label was a Flight of Dragons. Sometimes dragons or half dragons will mimic the effects of a Flight of Dragons, such as for large conflicts or for "bronze crusades". When mimicked, dragons or half dragons that are affected will only attack those they wish to attack when they lose control, and never their allies. Rages could take place in a number of different cycles. Some took place every few decades, while others every few centuries. In Faerûn, most sages agreed that this periodic Rage was a direct result of a curse caused by the Dracorage mythal, a powerful mythal created by the elves. ### Gaining the Dragon Rage Curse While most Dragon Rages are tied to a certain location, in some cases there are dragons and half dragons that suffer the curse of the Dragon Rage through a different and permanent way. This could be done at random by having an ancestor who was strongly affected by a Dragon Rage. It could also be the result of a wound you suffered from a dragon or half dragon who was affected by the Dragon Rage themselves, or a curse bestowed upon you by a cultist of Tiamat. It could even be caused by a very traumatic experience. Another cause could be that you were affected by the Aggravate Dracorage spell. Regardless, there are few means to stop the effects of the Dragon Rage completely by natural or magical methods. Most spells are ineffective and even a *wish* spell only mitigates the effects if cast daily. The rare spell Abate Dracorage is perhaps the most effective spell in calming the effects of the Dracorage, or even ending it. This is a spell discovered by the song dragon Karasendrieth, that soothes the effects of the Dracorage. A spell that does the opposite is the Aggravate Dracorage, which is a spell created by the lich Sammaster, to trigger the effects of the Dracorage on a single dragon. If you are unable to find spellcasters that can cast these \columnbreak rare spells, your next best chance to reduce (or increase) the stages of your Dragon Rage is to resort to elven High Magic. This can be done by aiding elven kind and gaining their trust, or seducing members of their race into helping you. If you can persuade enough elves (at your DM's discretion) they can perform a special High Magic mythal for you, which will end the Dragon Rage curse entirely. Another option would be to have them increase the effect of the Dragon Rage, but allowing you more control over it. The latter will grant you advantage (or a +5 bonus if you already have advantage) on Wisdom saving throws you make to retain control over your Dragon Rage form. As such, consider how your character feels about the curse. Do they wish to cure it? Or do they wish to embrace its power, hoping to find a way to better control the Dracorage? ### Transformation Features Those affected by the Dragon Rage gain the following transformation features: #### Prerequisites **Ability Scores:** Strength 13 **Race:** You must be a drow-dragon (half-deep), half dragon, true dragon, or zekyl. True dragons are intelligent dragons who become stronger with age instead of weaker. This includes red and silver dragons, but not dragon turtles nor sea serpents. **Roleplay:** You must have gained the Dragon Rage curse. This is usually gained by surviving an encounter with a dragon or half dragon who is affected by the Dragon Rage curse. Discuss with your DM how you can achieve this within your backstory or in-game. Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
\pagebreakNum #### Summon Wyvern *6th-level Conjuration* ___ - **Classes:** Sorcerer, Warlock, Wizard - **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You summon and bind a wyvern, which appears in an unoccupied space within range. The DM has the creature's statistics (*Monster Manual* page 303). The wyvern is friendly to you and your companions for the duration. Roll initiative for the wyvern, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). Without commands it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the wyvern doesn't disappear. Instead, you lose control of the wyvern, it becomes hostile toward you and your companions, and it might attack. An uncontrolled wyvern can't be dismissed by you, and it disappears 1 hour after you summoned it. \columnbreak > ##### Sorcerous Origin: Pyromancer, Revised > >Your innate magic manifests in fire. You are your fire, and your fire is you. *You can also create sorcerers of other elements by replacing any mention of fire in this subclass with a different element. For example, you could make a cryomancer by replacing fire with cold.* >___ >**Heart of Fire**At 1st level, when you cast a spell of 1st level or higher that deals fire damage, fiery magic erupts from you, and creatures of your choice (if any) that you can see within 15 feet of you take fire damage equal to your Charisma modifier + half your sorcerer level. All spells that deal fire damage count as sorcerer spells for you.**Fire in the Veins**At 6th level, you gain resistance to fire damage, and all damage you deal ignores fire resistance. Whenever you deal fire damage that involves a damage roll, you can add your Charisma modifier to one of the damage rolls.**Pyromancer's Fury**At 14th level, you treat fire immunity as fire resistance instead (this fire resistance can't be ignored), and the range of your Heart of Fire effect increases to 30 feet.**Fiery Soul**At 18th level, you gain immunity to fire damage. When you cast a spell from your Origin Spells feature you can also cast it by expending a number of sorcery points equal to the spell’s level minus 1 (minimum of 0). > ##### Pyromancer Origin Spells (pg. 82) >| Sorcerer level | Spells | >|:----:|:----|:----| >| 1st | *burning hands, hellish rebuke* | >| 3rd | *flaming sphere, scorching ray* | >| 5th | *fireball, melf's minute meteors* | >| 7th | *elemental bane, fire shield* | >| 9th | *flame strike, immolation* | >___ >Your DM can choose other fitting spells if you replace the fire element of this subclass with another element. \pagebreak