O'rion's Draconic Compendium

by Khayous

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O'Rione's Draconic Compendium

Table of Contents

Subclasses

Oath of The Firebreather: 3

Oath of The Scalehunter: 3

Path of The Dragontribe: 4

Way of The Dragon's Heart: 4

Wyrmsblade Fighter: 4

Horde Keeper Rogueish: 5

Wyvernkeeper Rogueish: 5

Dragon Rider Ranger: 6

Platinum Domain: 7

Dragon Ruler Domain: 7

Greatwyrm Patron: 8

College of The Roar: 8

Circle of the Scales: 9

Dragontongue Wizard: 9

Draconic Bloodline Additions 10

.

Draconic Magick

Scaleshot: 11

Draconic Spite: 11

Dragons Claw: 11

Scale Rush: 11

Clanging Scales: 11

.

Forgotten Dragons: Chromatic

Orange Dragons: 12

Purple Dragons: 16

Brown Dragons: 20

Yellow Dragons

Grey Dragons

.

Forgotten Dragons: Metallic

Adamantite Dragons

Mithral Dragons

Mercury Dragons

Orichalium Dragons

Steel Dragons

Forgotten Dragons: Gem

Amber Dragons

Obsidian Dragons

Diamond Dragons

Ruby Dragons

Turquoise Dragons

.

Forgotten Lesser Dragons:

Crows Nest Dragon

Dragon Eel

Drake, Minor

Drake, Rage

Drake, Greater

Dweomervore

Feathered Dragon

Linnorm, Grey

Linnorm, Forest

Linnorm, Swamp

Linnorm, Snow

Linnorm, Cave

Linnorm, Corpse Tearer

Pink Dragon

Sunwyrm

Wyvernling

Wyvern, Pseudo

Wyvern, Greater

.

Races

Wyvernkin

Dragonborn Additions

.

Magic Items

Armor & Shields

Wands & Weapons

Wonderous Items

Oath of The Firebreather:

Oath Tenets:

  • First Spark: In the face of tyranny and evil, be the first to rise up and strike.
  • Ignite Courage: Never fear to act, nor shy away from a challenge.
  • Burn Brightly: Show your power, through it you will achive your goals. Your feats will strike fear in others.

Oath Spells:

Level Spells
3rd Absorb Elements, Burning Hands
6th Flaming Sphere, Pyrotechnics
9th Draconic Maw* , Fireball
13th Fire Shield, Wall of Fire
17th Summon Draconic Spirit, Flame Strike

Channel Divinity: Dragon's Visage

At 3rd Level, As an action, you make yourself appear more dragonlike or imposing. Creatures within 20ft that can see you must make a Wisdom saving throw against your paladin spellcasting DC, on a failure they become frightened of you for 1 minute

Channel Divinity: Dragon's Flame

At 3rd Level, As a bonus action, you can grant a creature you touch (including you), whenever they deal fire damage, they can add your charisma modifier to it fot one minute.

Aura of Dracoward

Starting at 7th level, you have an aura that bends elements around you and your allies. yourself and allies within 10 feet of you gain resistance to fire, cold, acid, and lightning damage.

Dragonblessed

Starting at 15th level, creatures that deal melee damage to you take fire damage equal to your Charisma modifier, and you have advantage on all forms of being frightened.

Form of The Firebreather

At 20th level, as an action, you can gain draconic features. You gain the following benefits for one minute.

  • You are immune to fire damage.
  • When you take the attack action with a melee weapon, you can make one additional attack.
  • When a creature starts its turn within 5 feet of you, it takes 1d10 fire damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of The Scalehunter:

Oath Tenets

  • Commitment: Place nothing above the hunt.
  • Hunters Duty: Defend the helpless from the great beasts.
  • Unyielding in the Face of Power: Where lesser men tremble, you will stand, resolute and headstrong, no matter who your foe may be.

Oath Spells:

Level Spells
3rd Absorb Elements, Hunters Mark
6th Darkvision, Find Traps
9th Protection from Energy, Beacon of Hope
13th Greater Invisibility, Locate Creature
17th Hold Monster, Legend Lore

Channel Divinity: Adrenaline

Starting at 3rd level as a bonus action, you make people's adrenaline spike, to help them battle for longer. Allies within 10ft gain temporary hit points equal to 1d8 +Cha mod. Healing increases to 2d8 at 7th, 4d8 at 15th, and 6d8 at 20th

Channel Divinity: Draconic Shield

At 3rd level as an action, you grant yourself resistance against fire, cold, acid, lightning, and poison for 1 minute.

Aura of Bloodscales

At 7th level, When an enemy would do damage to you, or an ally within 10 feet of you, you or an ally's blood hardens, almost as tough as a dragons scales. you can use your reaction for the attacker to deal half your Paladin Level less damage, rounded down.

Hardened Mind

At 15th level, you have undergone rigorous training to resist the dragons powers, you have advantage on all saving throws against being charmed or frightened.

Form of The Dragonrender

At 20th level, you can channel the spirits of all the dragonslayers who have died in their duty. Using a reaction, you gain the following benefits for 1 minute:

  • At the start of each of your turns, you gain 10 temporary hit points.
  • Your weapon attacks score a critical hit on a 19 or 20.
  • If you strike an enemy with a weapon attack, it is grounded until the beginning of your next turn. A grounded creature loses any non-magical flying speed.

Once you use this feature, you can’t use it again until after you finish a long rest.

Path of The Dragontribe

Draconic Atmosphere:

At 3rd level, when you are raging you exude a raw power and fervor that influences those around you. Enemies within 10 feet of you have disadvantage on saving throws against being frightened and cannot use reactions against you.

Raging Mind:

Starting at 6th level, you know only rage. You are immune to being Frightened.

Dragon's Roar:

Starting at 10th level, you can use your action to frighten up to 5 creatures of your choice within 30 feet of you who can see or hear you. The target must make a Wisdom saving throw against a DC equal to 8 + your Strength modifier + your Charisma modifier + your proficiency modifier. On a failure they are frightened of you for 1 minute.

Dragonscales:

Starting at 14th level, whenever you wake from a long rest, you may choose one element from fire, cold, lightning, acid, or poison to be immune to while raging, and you can choose for your bonus rage damage to be that element as well.

Way of The Dragon's Heart

Draconic Mind:

When you first take this archetype at 3rd level, You learn the Draconic language if you did not already, you learn one extra exotic language. You gain proficiency in Arcana, and Persuasion if you did not already, and you choose a damage type from the following, and gain the benefits listed.

Element Benifits
Fire You learn the Control Flames & Firebolt cantrips
Cold You learn the Frostbite & Ray of Frost cantrips
Lightning You learn the Shocking Grasp & Lightning Lure cantrips
Acid You learn the Acid Splash & Shape Water cantrips
Poison You learn the Poison Spray & Infestation cantrips

Flight of the Dragon:

as an action, spectral wings appear on your back, granting you a fly speed equal to your foot speed for one minute, you fall if you do not land before the end of the minute. In combat you can take an action to make a "Wing Attack" if your wings are active, being a natural weapon that deals 2d6 damage of the element you've chosen on a hit. you can use this ability a number of times equal to your proficiency mod or expend 3 Ki Points to use it again.

Dragonclaw:

You can expend 2 Ki Points, your hands grow into draconic claws. Your unarmed attacks deal Martial Arts die extra damage of your chosen element for one minute.

Dragonhearted:

At 17th level, as an action, you gain the ability to exhale a destructive wave like that of a dragon, each creature within a 60ft cone in front of you must make a Dexterity Saving Throw on a failure they take full damage, on a success they take half damage. The damage is the element you've chosen, and its reliant on how many Ki Points you use, 2d6 damage per 2 Ki Points, up to a maximum of 10 Ki Points, you cannot use this ability again unless you complete a long rest.

Wyrmblade Fighter Archetype

Elemental Weaponry

At 3rd level, you gain the ability to imbue your weapons with elemental energy. As a bonus action, you can imbue your weapon with either acid, cold, fire, lightning, or poison damage. This lasts for 1 minute or until you hit a creature with the weapon. You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice) per long rest.

Draconic Strike

At 7th level, you gain the ability to channel the power of dragons into your strikes. When you hit a creature with a weapon attack, you can choose to deal an additional 1d8 damage of your chosen elemental type. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses after finishing a long rest.

Draconic Resilience

At 10th level, you gain resistance to the damage type of your chosen elemental type. Additionally, you gain advantage on saving throws against effects that deal that type of damage.

Draconic Surge

At 15th level, you gain the ability to channel the power of dragons into a burst of energy. As an action, you can expend a use of your Action Surge to unleash a burst of elemental energy in a 20-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d6 damage of your chosen elemental type on a failed save, or half as much damage on a successful one. You can use this feature once per long rest.

Dragon's Wrath

At 18th level, you gain the ability to channel the full power of dragons into your attacks. Whenever you use your Draconic Strike feature, you can choose to expend two uses to deal an additional 2d8 damage of your chosen elemental type. Additionally, you gain immunity to the damage type of your chosen elemental type.

Horde Keeper Rougeish

Dragon's Eye

At 3rd level, you gain a unique ability to sense treasure and other valuable items. As an action, you can close your eyes and focus on your surroundings. You gain a sense of where the nearest valuable item is within 60 feet of you. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after finishing a long rest.

Dragon's Treasure

At 3rd level, you gain proficiency with a set of jeweler's tools. You can use these tools to appraise the value of gems, jewelry, and other precious items, and you can sell these items for their full value when you find buyers.

Draconic Hoard

At 9th level, you gain the ability to accumulate and store treasure for your draconic needs. Whenever you find valuable items, you can choose to add them to your dragon's hoard, an extradimensional space only you have access to. You can store up to 1,000 gold pieces worth of treasure for each level you have in this class.

Dragon's Stealth

At 13th level, you gain the ability to move quietly and undetected even when carrying heavy loads of treasure. You can move through difficult terrain without making noise, and you can move at your normal speed while carrying items up to your carrying capacity without suffering any penalties to your Dexterity (Stealth) checks.

Dragon's Fury

At 17th level, you gain the ability to unleash a devastating attack on your enemies using the power of dragons. As an action, you can expend all of your remaining Sneak Attack damage to unleash a breath weapon attack in a 15 foot cone. The type of energy and the damage dice of the breath weapon depend on the amount of Sneak Attack damage expended, as shown below:

Sneak Attack Dice Damage Type and Dice
2d6 Acid or Fire damage (4d6 damage)
4d6 Cold or Poison damage (5d8 damage)
6d6 Lightning or Necrotic damage (6d8 damage)
8d6 Radiant or Thunder damage (7d8 damage)
10d6 Force or Psychic damage (8d8 damage)

Once you use this feature, you cannot use it again until you finish a long rest.

Wyvernkeeper Rogueish

Wyvern Tamer

When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Arcana skills.

Starting at 3rd level, you have befriended a small, Wyvern youngling (use the following statblock). It's friendly to you and your companions, and it obeys your commands. In combat, the Wyvern shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the youngling can take any action of its choice, not just Dodge.

Wyvern's Strike

Also at 3rd level, your Wyvern will create opportunities for you in combat. You don’t need advantage on an attack to use your Sneak Attack against a creature if your wyvern is within 5 feet of it, no other opponents are within 5 feet of them, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Wyvern's Sight

Starting at 9th level, your wyvern companion becomes an extension of your own heightened senses. You gain advantage on Wisdom (Perception) checks when looking for treasure, your wyvern assists you with their keen eyes. You have also developed a supernatural bond with your companion. As an action you can temporarily see through the wyvern’s eyes. This effect lasts for 1 minute, until you lose concentration, or are incapacitated.

Wyvern's Aid

Starting at 13th level, your wyvern can sense a threat to you and will intercede on your behalf. When a creature makes an attack against you, you can use your reaction to have your wyvern distract them, imposing disadvantage on their attack roll.

Wyvern's Stinger

Starting at 17th level, you and your wyvern work in a beautiful concert, performing a deadly dance. While your Wyvern’s Aid feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6 Poison damage.


Wyvern Youngling

tiny dragon, (Your Alignment)


  • Armor Class 8 + (your proficiency bonus)
  • Hit Points Hit Points: 2 + your Charisma modifier + 2 times your rogue level (the wyvern has a number of Hit Dice [d8s] equal to your rogue level)
  • Speed 5 ft., fly 15ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)

  • Senses darkvision 30 ft., blindsight 5ft.
  • Languages Understands all languages you speak

Actions

Bite. Melee Weapon Attack: your charisma mod to hit, reach 5 ft., one target. Hit 8 (1d6 + 4) piercing damage

Stinger. Melee Weapon Attack: your charisma mod to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a Constitution saving throw (DC 10 + Your Dex), taking poison damage equal to your sneak attack dice on a failed save, or half as much damage on a successful one.

Dragon Rider Ranger Conclave

Level Spells
3rd Scaleshot*
6th Dragon's Breath
9th Draconic Spite*
13th Locate Creature
17th Summon Draconic Spirit

Dragon Mount

At 3rd level, you gain the ability to summon and ride a dragon as your mount. You can use a bonus action to summon your dragon mount, which appears within 30 feet of you. The dragon remains for 1 hour or until it is reduced to 0 hit points. The dragon mount has hit points equal to your ranger level + your Wisdom modifier. When your dragon mount is present, you can ride on its back using your movement.

Dragon Bond

At 3rd level, you form a deep bond with your dragon mount. You can communicate with your dragon telepathically, and you have advantage on all Charisma (Persuasion) checks made to influence it.

Dragon Warrior

At 7th level, you and your dragon mount become a fearsome team in battle. When you use the Attack action on your turn, you can forgo one of your attacks to command your dragon mount to make a melee attack with its claws or bite. Your dragon mount's attack uses your proficiency bonus and ability score modifier for its attack and damage rolls.

Dragon Breath

At 11th level, you and your dragon mount gain the ability to use a powerful breath weapon attack. As an action, you can expend a spell slot to have your dragon mount breathe a cone of energy. The type of energy and the damage dice of the breath weapon depend on the level of the spell slot expended, as shown below:

Spell Slot Damage Type and Dice
1st Acid or Fire damage (4d6 damage)
2nd Cold or Poison damage (5d8 damage)
3rd Lightning or Necrotic damage (6d8 damage)
4th Radiant or Thunder damage (7d8 damage)
5th Force or Psychic damage (8d8 damage)

Once you use this feature, you cannot use it again until you finish a short or long rest.

Dragon's Fury

At 15th level, you and your dragon mount are a force to be reckoned with in combat. Whenever you or your dragon mount hit a creature with an attack, you deal an extra 1d6 damage of the appropriate damage type (acid, fire, cold, lightning, or poison).

Platinum Domain

Platinum Domain Spells:

Level Spells
1st heroism, shield
3rd detect thoughts, enhance ability
5th aura of vitality, haste
7th aura of purity, stoneskin
9th hold monster, Rary’s telepathic bond

Bonus Proficiency: When you choose this domain at 1st level, you gain proficiency with heavy armor.

Battle Aid

At 1st level, you gain resistance to the damage type of your choice: acid, cold, fire, lightning, or poison. Additionally, you can use your action to touch a willing creature and give them resistance to the same damage type until the end of your next turn.

Channel Divinity: Dragon's Shield

At 2nd level, you can use your Channel Divinity to protect yourself or an ally within 30 feet of you. As a reaction, when a creature attacks you or the chosen ally, you can use this feature to impose disadvantage on the attack roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Channel Divinity: Bahamut's Blessing

At 6th level, you can use your Channel Divinity to grant your allies extra protection. As an action, you can choose up to five creatures within 30 feet of you. Each target gains resistance to all damage types until the end of your next turn.

Platinum Presence

At 8th level, you can add your Wisdom modifier to your AC (in addition to your Dexterity or other modifiers) while you're not wearing heavy armor. Additionally, as an action, you can emit a burst of divine energy that forces all creatures within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Bahamut's Intervention

At 17th level, you can use your action to call upon Bahamut's intervention. up to 6 creatures within 30 feet of you (excluding yourself) are protected by a divine shield that grants them immunity to all damage for one minute. Once you use this feature, you can't use it again until you finish a long rest.

Dragon Ruler Domain

Dragon Ruler Domain Spells:

Level Spells
1st Chaos Bolt, Color Spray
3rd Dragon's Breath, Enthrall
5th Elemental Weapon, Haste
7th Banishment, Stoneskin
9th Hold Monster, Planar Binding

Bonus Proficiency: When you choose this domain at 1st level, you gain proficiency with history, and arcana.

Draconic Resilience:

At 1st level, you gain resistance to one of the following damage types: fire, cold, acid, lightning, or poison. You can choose a different damage type whenever you finish a long rest.

Channel Divinity Queen's Fury:

At 2nd level, you can use your Channel Divinity to imbue your weapon strikes with the fury of dragons. As an action, you can channel the power of Tiamat to add an additional 1d6 damage of your chosen damage type to your weapon attacks for 1 minute. Once you use this Channel Divinity feature, you can't use it again until you finish a short or long rest.

Elemental Burn:

At 6th level, you can infuse your weapon strikes with the power of the elements. When you hit a creature with a weapon attack, you can choose to deal elemental damage of your chosen damage type, equal to your Wisdom modifier (minimum of 1) and for one minute, the target takes that ammount of damage at the start of its turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Draconic Aegis:

At 8th level, you can use your action to create an aura of elemental energy that surrounds you and your allies within 30 feet. The aura lasts for 1 minute or until you dismiss it as a bonus action. While the aura is active, you and your allies gain resistance to your chosen damage type, and any enemies within the aura take damage equal to your Wisdom modifier (minimum of 1) at the start of their turn.

Draconic Conflagration:

At 17th level, you can unleash a devastating blast of elemental energy. As an action, you can expend a spell slot to deal damage of your chosen damage type to all creatures within a 60-foot cone, equal to twice the level of the spell slot expended. Creatures that fail a Dexterity saving throw take full damage, while those that succeed take half damage. Once you use this feature, you can't use it again until you finish a long rest.

Greatwyrm Patron

Draconic Magic

Starting at 1st level, you gain the ability to imbue your spells with a draconic flair. Whenever you cast a spell that deals damage, you can choose to have it deal additional damage equal to your Warlock level, in a damage of your choice from the following options: acid, cold, fire, lightning, or poison.

Dragon's Scales

At 6th level, you gain resistance to the damage type you chose for your Draconic Magic feature. In addition, you can use your reaction to gain resistance to one damage type for one turn when you are hit by an attack of that damage type.

Draconic Incantaion

Starting at 10th level, you gain the ability to call upon the raw power of dragons to aid you in battle. As an action, you can do an incantation to make your attacks deal an additional 1d6 damage of your chosen type until the end of your next turn.

Great Wyrm's Blessing

At 14th level, you become a beacon of power and protection for your allies. As an action, you can grant yourself and any number of creatures within 30 feet of you resistance to a damage type of your choice (acid, cold, fire, lightning, or poison) until the end of your next turn. In addition, creatures affected by this feature gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1).

College of The Roar

Roaring Voice

Starting at 3rd level, your voice becomes infused with the power of thunder. When you take the Attack action on your turn, you can use a bonus action to unleash a roar. Each creature of your choice within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened of you for one minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Thunderstruck

Starting at 6th level, your performances become infused with the power of thunder, allowing you to strike your enemies with a force they can't ignore. Whenever you cast a spell that deals thunder damage or use a feature that causes a creature to take thunder damage, you can use your reaction to push that creature up to 10 feet away from you. The creature must make a Strength saving throw against your spell save DC. If it fails the save, it is also knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, whenever you deal thunder damage to a creature that is already prone, that creature takes additional thunder damage equal to your Charisma modifier (minimum of 1).

Deafening Crescendo

Starting at 14th level, your sonic attacks become even more potent. Whenever you deal thunder damage to a creature, they must make a Constitution saving throw. On a failed save, they become deafened until the end of your next turn. Additionally, as an action, you can unleash a powerful sonic wave in a 30-foot cone in front of you. Creatures in the area must make a Constitution saving throw, taking thunder damage equal to your bard level on a failed save, or half as much on a successful one. Creatures that fail the save are also deafened for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Circle of Scales

Draconic Mutation

When you finish a long rest, you can choose one of the following draconic attributes to add on whenever you use your Wild Shape feature

Jaws: You can add the following to the creature you are wild shaping into: Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: ((Prof Bonus)d10 + Wisdom and Proficiency) piercing damage plus damage of your choice between Acid, Fire, Cold, Lightning, or Poison equal to your Druid level.

Eyes: You can add the following to the creature you are wild shaping into: You have advantage on Wisdom (Perception), Wisdom (Insight), and Wisdom (Survival) checks

Scales: You can add the following to the creature you are wild shaping into: You become resistant to one of the following: Acid, Fire, Cold, Lightning, or Poison damage

Claws: You can add the following to the creature you are wild shaping into: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: ((Prof Bonus)d6 + Wisdom and Proficiency) slashing damage. Additionally, you have advantage on checks made to Grapple.

Tail: You can add the following to the creature you are wild shaping into: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: ((Prof Bonus)d8 + Wisdom and Proficiency) bludgeoning damage. Additionally you can make an attack using your tail for half damage as a bonus action.

Horns: You can add the following to the creature you are wild shaping into: You have advantage on Charisma (Intimidation) checks, and when you move towards a creature at least 10 feet and hit it with a melee attack, you deal an additional ((Prof Bonus)d6 + Wisdom and Proficiency) damage.

Roar: You can add the following to the creature you are wild shaping into: Each creature of your choice that is within 20 ft. of you must succeed on a Wisdom saving throw against your spell DC 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.

Dragonscales

At 6th level, you can add your wisdom modifier to your AC as long as you aren’t wearing metal armor.

Draconic Vitality

Starting at 10th level, you gain additional hit points equal to your druid level whenever you use your Wild Shape feature. In addition, when you use your Wild Shape feature to transform into a creature that has draconic features, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).

Draconic Mastery

At 14th level, you have learned to harness the power of dragons to the best of your ability. While in wild shape form, you gain the following benefits: You can use your action to make a melee weapon attack that deals an additional 2d6 damage of acid, fire, cold, lightning, or poison. You have advantage on all saving throws against spells and magical effects. You gain blindsight out to a range of 30 feet. Additionally, you can use your wild shape to transform into a dragon with a Challenge Rating of 6 or lower, rather than just beasts.

Dragontongue Wizard

Draconic Arcanum

Starting at 2nd level, you gain the ability to inscribe spells with Draconic runes. When you prepare a spell, you can choose to inscribe it with Draconic runes, which enhances its effects. The spell gains one of the following benefits: When you cast the spell, you can choose to add your Intelligence modifier to the damage it deals. The spell's range is increased by 30 feet. The spell's duration is increased by 1 minute. Once you inscribe a spell with Draconic runes, you cannot change it until you finish a long rest.

Draconic Lexicon

At 6th level, you gain the ability to understand and speak Draconic fluently. In addition, you can use your bonus action to speak a Draconic word of power, enhancing your next spell. When you cast the spell, it gains one of the following benefits: Its range is doubled. Its damage is maximized. Its duration is doubled. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Draconic Infusion

At 10th level, you gain the ability to infuse your spells with Draconic energy. When you cast a spell that deals damage, you can choose to imbue it with one of the following energy types: acid, cold, fire, lightning, or poison. The spell deals an extra 1d6 damage of the chosen type. Additionally, when you cast a spell that targets one creature, you can spend a spell slot to target an additional creature within 5 feet of the original target.

Draconic Invocation

At 14th level, you gain the ability to speak a Draconic invocation to enhance your spells. When you cast a spell that deals damage, you can choose to speak a Draconic invocation, causing the spell to erupt in a burst of Draconic energy. Each creature within a 20-foot radius of the target creature must make a Dexterity saving throw. On a failed save, a creature takes damage equal to the spell's damage roll. On a successful save, a creature takes half as much damage. Once you use this feature, you cannot use it again until you finish a long rest.

Draconic Bloodline Sorcerer Additional Ancestries

Dragon Color Damage Type
Orange Fire
Yellow Poison
Grey Necrotic
Purple Lightning
Brown Acid
Dragon Color Damage Type
Adamantite Thunder
Mithral Radiant
Mercury Poison
Orichalium Poison
Steel Acid
Dragon Color Damage Type
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
Amethyst Force
Crystal Radiant
Turquoise Cold
Ruby Fire
Obsidian Fire
Amber Acid
Diamond Radiant

Draconic Magicka

Scaleshot

1st-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You create three glowing dragon scales of elemental magic. choose an element from the following list: Fire, Acid, Cold, Lightning, Poison. Each scale hits a creature of your choice that you can see within range. A scale deals 1d4 + 1 of the damage you choose to its target. The scales all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more scale for each slot level above 1st.

Draconic Spite

3rd-level Evocation


  • Casting Time: Reaction (When damage is taken)
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You point your finger, and the creature that damaged you is momentarily surrounded by a draconic maw made of an element of your choice. The creature must make a Dexterity saving throw. It takes 3d12 elemental damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d12 for each slot level above 3rd.

Dragons Claw

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Wizard

As you cast this spell, your hand transforms into a massive, scaly dragon's claw. For the duration of the spell, you gain the following benefits:

. Your unarmed strikes deal 1d10 slashing damage.

. You have advantage on Strength (Athletics) checks to grapple creatures, and your grappling range increases to 10 feet.

. You gain a climbing speed equal to your walking speed as your dragon's claw can grip onto surfaces.

Additionally, you can use your action to make a sweeping attack with your dragon's claw, targeting all creatures within a 10-foot cone in front of you. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of your unarmed strikes and sweeping attack increases by 1d10 and 1d6 respectively for each level above 3rd

Scale Rush

5th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (an inscribed magic circle)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You unleash a torrent of dragon scales in a line 60 feet long and 10 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 slashing damage and 4d8 elemental damage of your choice (acid, cold, fire, lightning, or poison) on a failed save, or half as much damage on a successful one.

In addition, any creature that fails its saving throw must also make a Strength saving throw or be knocked prone by the force of the scales.

The scales then disappear, leaving behind a trail of destruction in their wake.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each level above 5th.

Clanging Scales

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V, M (a handful of dragon scales)
  • Duration: Concentration, for up to 1 minute
  • Classes: Sorcerer, Wizard

You transform your skin into shimmering dragon scales, granting you protection and an intimidating presence. For the duration of the spell, you gain the following benefits:

. You gain resistance to a damage type of your choice: acid, cold, fire, lightning, or poison.

. You gain a +2 bonus to your AC as the scales harden and deflect attacks.

. Whenever a creature within 10 feet of you makes an attack roll against you or an ally, you can use your reaction to emit a loud clanging noise from your scales, imposing disadvantage on the attack roll. Additionally, you gain advantage on Charisma (Intimidation) checks as your imposing draconic form intimidates your foes.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to your AC increases by +1 for every level above 2nd.

Lost Dragons: Chromatic

I have ventured far and vast for any recorded dragons that I, nor the avarage person, had never heard of. While sifting through libraries and caves across the realms and Dimensions, I have found many, MANY, vastly unknown dragons. Ranging from the dragons with scales of brilliant orange with an explosive personality, or a beautiful purple who'll give you a big shock.

Lets get right on with the:

Orange Dragons:

The Orange Dragon is a fierce and cunning creature that possesses a neutral temperament, often acting without regard for the well-being of others. This dragon is known to be selfish and ruthless, putting its own interests above those of anyone else. When it comes to humanoid creatures, the Orange Dragon views them as little more than playthings or sources of sustenance. It enjoys toying with them, using its sharp wit and powerful claws to intimidate and terrorize them. Those unfortunate enough to cross its path may find themselves subjected to the Orange Dragon's cruel and sadistic whims, which can range from enslavement to outright slaughter.

An Orange dragon is recognized by its alligator-like body, and the twin crests that begin on the top of its head, where its horns should be, and continues down its spine, reaching full height just behind the skull.

An orange dragon has no external ears, and bears leathery, frog-like skin that runs down its belly and the underside of its neck.

When they hatch they start off with a duller orange colored scales, yet as they grow, their scales become an absolutely beautiful shade of marmalade orange.

Haphazard Hunters: Orange Dragons are known to be territorial creatures, fiercely guarding their domain in the dense rainforests. They often fly over their territory, scanning the area for any intruders or potential prey. These dragons have a preference for smaller, fast-moving game such as monkeys, birds, and other small mammals.


Orange Dragon Wyrmling

medium dragon, neutral evil


  • Armor Class 17
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., swim 30ft., fly 60ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (0) 11 (0) 13 (+1)

  • Senses darkvision 60 ft., blindsight 10ft.
  • Languages Draconic
  • Challenge 2 (450 XP)

Amphibious The dragon can breathe both air and water


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage

Explosion Breath (Recharge 5-6): *The dragon launches sticky saliva in a 15 foot line that is 5 feet wide. each creature in that area must make a DC 11 Dexterity saving throw. a creature that fails halves their speed, and after 1 minute (4 rounds) of combat a creature that has not taken their action to clean themselves explodes, taking 22 (5d8) fire damage.


Young Orange Dragon

large dragon, neutral evil


  • Armor Class 18
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., swim 40ft., fly 80ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (1) 11 (0) 15 (+2)

  • Senses: darkvision 120 ft., blindsight 30ft.
  • Languages: Draconic
  • Damage Resistances: Fire, Poison
  • Damage Immunities: Acid
  • Challenge: 7 (2900 XP)

Amphibious The dragon can breathe both air and water


Actions

Multiattack: The dragon makes three attacks

Bite: Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage

Claw: Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) slashing damage

Tail:

Explosion Breath (Recharge 5-6): The dragon launches sticky saliva in a 30 foot line that is 5 feet wide. each creature in that area must make a DC 14 Dexterity saving throw. a creature that fails halves their speed, and after 1 minute (4 rounds) of combat a creature that has not taken their action to clean themselves explodes, taking 49 (11d8) fire damage.

Orange Dragon's Lair

Orange dragons tend to make their lairs deep in rainforests, where they live in tunnels completely submerged in mud and muck. they tend to get into territorial disputes with the Green Dragons, but, they almost never have to give up thier territory, they have a natural advantage against these predators, as their underwater tunnels are difficult to navigate, even for the most ancient of dragons.

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:

• An area of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such area must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

• A cloud of swarming parasitic fish fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.

• Grasping roots and underwater brush erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and brush. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and brush wilt away when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

• The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps and forests are thick with reeking mud.

• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.

• Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over ld10 days.


Adult Orange Dragon

huge dragon, neutral evil


  • Armor Class 19
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., swim 40ft., fly 80ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+2)

  • Senses: darkvision 120 ft., blindsight 30ft.
  • Languages: Draconic
  • Resistances: Fire, Poison
  • Damage Immunities: Acid
  • Challenge: 14 (11500 XP)

Amphibious The dragon can breathe both air and water

Legendary Resistance (3/day): If the dragon fails a savings throw, it can choose to succeed instead


Actions

Multiattack: The dragon can use its Frightful presence. it then makes 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 plus 4 (1d8) acid damage

Claw: Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit 11 (2d6 + 6) slashing damage

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.

Explosion Breath (Recharge 5-6): The dragon launches sticky saliva in a 60 foot line that is 5 feet wide. each creature in that area must make a DC 18 Dexterity saving throw. a creature that fails halves their speed, and after 1 minute (4 rounds) of combat a creature that has not taken their action to clean themselves explodes, taking 54 (12d8) fire damage.


Legendary Actions

The adult Orange dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The adult Orange 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: the dragon beats its wings. each creature within 10 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 move up to half of its flying speed.

Research Notes on the Orange Dragon's Day-to-Day Life by O'Rione Khorn:

The Orange Dragon is a solitary creature and is rarely seen in the company of others of its kind. They prefer to live alone in dense rainforests, where they establish their territory and rule over it with an iron fist.

When the Orange Dragon is not hunting or patrolling its territory, it spends most of its time basking in the sun from ponds or sleeping in their watery lairs. They have been known to sleep for days at a time, only waking to hunt or defend their territory.

Orange Dragons are capable of flight, and they can fly well, but they do not use it for long distances. Instead, they prefer to glide from tree to tree or to hover above the ground when hunting.

Orange Dragons have a strong sense of smell and can detect the scent of prey from a great distance. They will often follow the scent trail to track down their prey.

When threatened, Orange Dragons will often use their powerful tails to defend themselves.

Orange Dragons have a unique vocalization that they use to communicate with other dragons. This vocalization can be heard from a great distance and is often used to establish dominance or to warn other dragons to stay away from their territory.


Ancient Orange Dragon

Garganutan dragon, neutral evil


  • Armor Class 19
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., swim 40ft., fly 80ft.

STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 21 (+5) 14 (+2) 13 (+1) 14 (+2)

  • Senses: darkvision 120 ft., blindsight 30ft.
  • Languages: Draconic
  • Resistances: Fire, Poison
  • Damage Immunities: Acid
  • Challenge: 21 (33000 XP)

Amphibious The dragon can breathe both air and water

Legendary Resistance (3/day): If the dragon fails a savings throw, it can choose to succeed instead


Actions

Multiattack: The dragon can use its Frightful presence. it then makes makes three attacks: one with its Bite or Tail, and two with its Claws

Bite: Melee Weapon Attack +15 to hit, reach 10 ft., one target. Hit 19 (2d10 + 8) piercing damage plus 4 (1d8) acid damage

Claw: Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit 15 (2d6 + 8) slashing damage

Tail: Melee Weapon Attack +15 to hit, reach 10 ft., up to two targets. Hit 24 (3d10 + 8) bludgeoning

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.

Explosion Breath (Recharge 5-6): The dragon launches sticky saliva in a 60 foot line that is 5 feet wide. each creature in that area must make a DC 18 Dexterity saving throw. a creature that fails halves their speed, and after 1 minute (4 rounds) of combat a creature that has not taken their action to clean themselves explodes, taking 72 (16d8) fire damage.


Legendary Actions

The ancient Orange dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The ancient Orange 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: the dragon beats its wings. each creature within 10 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 move up to half of its flying speed.

Historical Hoards

An Orange Dragon's hoard typically contains a mix of gold coins, gems, magic items, and other valuable items. Orange dragons are known to have a particular fondness for precious metals and fine jewelry, so their hoards are likely to contain a significant amount of gold, silver, and other valuable metals.

In addition to treasure, an Orange Dragon's hoard may also include rare books, maps, and other items of historical or magical significance. Orange dragons are known for their interest in history and lore, and they often collect items that relate to ancient cultures or lost civilizations.

Allow us to continue our journey with the Forgotten Chromatic Dragons with the:

Purple Dragons:

As a dragon researcher, I have been blessed with the opportunity to observe and study many different species of dragons. However, none have captivated me quite like the Purple Dragon. These majestic creatures are breathtaking to behold, The Purple Dragon has a lean and angular body shape that is both graceful and powerful. Their long, serpentine body is covered in shimmering scales that range in color from deep violet to rich lavender or a striking wine. Their scales are incredibly durable and provide excellent protection against the elements and any potential threats. In addition to their scales, the Purple Dragon's most striking feature is their horns. They have two prominent horns that curve backward from their forehead, tapering to sharp points at the end. They are a sight to behold, with powerful muscles and razor-sharp claws that speak to their natural prowess as hunters.

Speaking of hunting, the Purple Dragon has some of the most fascinating hunting practices I have ever seen. As creatures of the mountains, they are skilled at navigating treacherous terrain, often using their powerful wings to soar high above their prey before swooping down for the kill. However, what truly sets them apart is their ability to spew plasma that burns and blinds people. It's a devastating attack that leaves their enemies incapacitated, giving the Purple Dragon the advantage it needs to strike the final blow.

Despite their fearsome reputation, I've come to learn that Purple Dragons are not inherently evil creatures. They are instead Lawful Evil, with a strict code of honor that governs their actions. They have hidden themselves away for centuries, preferring to keep to themselves and avoid contact with outsiders. It was only by chance that I discovered them, stumbling upon their hidden lair in the mountains.

High Alpine Hunters As mountain dwellers, Purple Dragons would primarily hunt animals that live in the mountains. This would include animals such as mountain goats, deer, elk, and other large herbivores. They are also skilled at hunting smaller prey such as rabbits and rodents. Their ability to fly allows them to easily hunt animals that live in hard-to-reach places, such as on cliffs or mountain peaks.

Manipulative Monsters: One tactic they use is to create legends and myths that portray themselves as either benevolent or malevolent creatures, depending on what serves their purposes. For example, they might allow rumors to spread about a terrible beast that lives in the mountains, preying on unsuspecting travelers. This serves to keep humans away from their territory while also establishing a sense of fear and respect for the dragons. At other times, they may choose to manipulate governments by offering assistance or protection in exchange for favors or resources. By providing assistance or protection to a government or powerful figure, the Purple Dragons can ensure that their existence remains hidden and that any attempts to investigate or explore their territory are met with resistance.




Purple Dragon Wyrmling

Medium dragon, Lawful Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 66 (8d8+30)
  • Speed 30ft. walk, 30ft. climb, 60ft. fly

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+1) 13 (+1)

  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities Fire
  • Senses Blindsight 10ft., Darkvision 60ft.
  • Languages Draconic
  • Challenge 4 (1100)

Burning Plasma: Fire damage dealt by the Purple Dragon Wyrmling's breath attack bypasses resistance, but not immunity.


Actions

Bite: Melee Weapon Attack: +6 to hit, Reach 5ft., one target. Hit: 9 (1d10+5) piercing damage

Plasma Breath (Recharge 5-6): The dragon exhales crackling plasma in a 30 foot line, each creature in the area must make a DC 14 Dexterity saving throw, taking 28 (8d6) Fire damage on a failed save, or half as much on a successful one. additionally all creatures within 20 feet of the dragon must make a DC 14 Constitution saving throw or be Blinded for 1d4 rounds.


Young Purple Dragon

Large dragon, Lawful Evil


  • Armor Class 18
  • Hit Points 165 (15d10+83)
  • Speed 40ft. walk, 40ft. climb, 80ft. fly

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +4
  • Damage Immunities Fire
  • Senses Blindsight 30ft., Darkvision 120ft.
  • Languages Common, Draconic
  • Challenge 10 (5900)

Burning Plasma: Fire damage dealt by the Young Purple Dragon's attacks bypasses resistance, but not immunity.


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 feet, one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, Reach 5 feet, one target. Hit: 13 (2d6+6) slashing damage

Plasma Breath (Recharge 5-6): The dragon can make one of two uses of its breath attack from the following: Plasma Breath: THe dragon exhales crackling plasma in a 30-foot cone, each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much on a successful one. All creatures within 40 feet of the dragon that can see it must make a DC 18 Constitution saving throw or be blinded for 1d4 rounds. Searing Spear: Ranged Spell Attack: +10 to hit, Range 120/300 feet, one target. Hit: 63 (18d6) fire damage. The target must make a DC 18 Constitution saving throw or its maximum hit points are reduced by an amount equal to the damage taken. this reduction is permenant unless undone with magic such as the Greater Restoration spell. On a critical hit.

Purple Dragon's Lair

Purple dragons tend to make their lairs in areas of high elevation, such as mountaintops or tall spires. They tend to keep a lair that is spacious and cavernous, with a hoard of treasure they have acquired over time.

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's piercing roar echoes throughout the lair, causing all non-dragon creatures within 120 feet of the dragon to become frightened for 1 minute unless they succeed on a DC 15 Wisdom saving throw. Creatures that are immune to being frightened are immune to this effect.

• The ground trembles as the dragon's magic disrupts the earth, causing a 20-foot radius around the dragon to become difficult terrain. Any creature that starts its turn within this area must succeed on a DC 15 Strength saving throw or fall prone.

• The dragon unleashes a wave of plasma energy, causing all creatures within 30 feet of the dragon to make a DC 15 Constitution saving throw. On a failed save, a creature takes 14 (4d6) fire damage and their maximum hit points are reduced by an amount equal to half of the damage taken, this reduction goes away after the creature takes a long rest. On a successful save, the creature takes half damage and their maximum hit points are not reduced.

Regional Effects

The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

• The air around the lair crackles with electricity, causing lightning strikes to occur randomly within 6 miles of the lair. Creatures within 60 feet of a lightning strike must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) lightning damage.

• The lair's presence causes the surrounding area to become barren and inhospitable. Plants wither and die, and water sources dry up within 1 mile of the lair.

• The dragon's influence causes creatures within 6 miles of the lair to become more aggressive and territorial. Any non-dragon creature that starts its turn within 6 miles of the lair must succeed on a DC 18 Wisdom saving throw or become hostile towards any other creature that is not of their kind. This effect does not apply to dragons.

If the dragon dies, the effects of its magic slowly fade over the course of ld10 days.


Adult Purple Dragon

Huge dragon, Lawful Evil


  • Armor Class 19
  • Hit Points 241 (17d12+131)
  • Speed 40ft. walk, 40ft. climb, 80ft. fly

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 18 (+4) 17 (+3) 22 (+6)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage Immunities Fire
  • Senses Blindsight 60ft., Darkvision 120ft.
  • Languages Common, Draconic
  • Challenge 17 (18000)

Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead.

Burning Plasma: Fire damage dealt by the Adult Purple Dragon's attacks bypasses resistance, but not immunity.


Actions

Multiattack: The dragon can use its frightful presence. It then makes three attacks: one with its Bite or Tail, and two with its Claws

Bite. Melee Weapon Attack: +15 to hit, Reach 10 feet, one target. Hit: 22 (2d12+9) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +15 to hit, Reach 5 feet, one target. Hit: 13 (2d8+8) slashing damage

Tail. Melee Weapon Attack: +15 to hit, Reach 15 feet, one target. Hit: 20 (2d10+9) bludgeoning damage

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. 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.

Plasma Breath (Recharge 5-6): The dragon can make one of two uses of its breath attack from the following: Plasma Breath: THe dragon exhales crackling plasma in a 30-foot cone, each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much on a successful one. All creatures within 40 feet of the dragon that can see it must make a DC 18 Constitution saving throw or be blinded for 1d4 rounds. Searing Spear: Ranged Spell Attack: +10 to hit, Range 120/300 feet, one target. Hit: 63 (18d6) fire damage. The target must make a DC 18 Constitution saving throw or its maximum hit points are reduced by an amount equal to the damage taken. this reduction is permenant unless undone with magic such as the Greater Restoration spell.

Legendary Actions

The Adult Purple 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. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a perception check

Tail Attack: The dragon makes a tail attack

Command: The dragon bellows a command to one of its allies within 300 feet. the chosen creature can immediately take one action.

Research Notes on the Purple Dragon's Day to Day life by O'rione Khorn

Purple Dragons are known for their cleverness and cunning. They have a natural ability to manipulate other creatures into doing things for them, often through the use of charm and persuasion. They are skilled at reading the emotions and desires of other creatures, and can use this knowledge to their advantage in order to get what they want. In their mountainous lairs, Purple Dragons are typically quite solitary creatures. They spend much of their day lounging on piles of treasure, grooming their scales, and basking in the sun. However, they are also fiercely territorial, and will defend their lairs aggressively against any intruders.

Despite their reputation for being manipulative and cunning, Purple Dragons are not inherently evil. They are simply creatures driven by their own desires and ambitions, and will do whatever it takes to achieve their goals. As such, they can be either friend or foe to other creatures, depending on their own motivations and interests. Purple Dragons are solitary creatures by nature and tend to spend most of their time alone in their mountainous lairs. They are fiercely independent and do not like to be disturbed or interrupted in their activities.

Purple Dragons are fiercely territorial creatures and will defend their lairs and treasure hoards with great ferocity. They will not tolerate any intruders or threats to their domain and will use their formidable physical and mental abilities to protect what is theirs. Purple Dragons are notoriously greedy creatures, and they will often hoard treasure and other valuable items in their lairs. They are willing to go to great lengths to acquire wealth and power, and they will not hesitate to use their manipulative skills to get what they want.



Ancient Purple Dragon

Gargantuan dragon, Lawful Evil


  • Armor Class 22
  • Hit Points 523 (26d20+250)
  • Speed 40ft. walk, 40ft. climb, 80ft. fly

STR DEX CON INT WIS CHA
29 (+10) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 22 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Damage Immunities Fire
  • Senses Blindsight 60ft., Darkvision 120ft.
  • Languages Common, Draconic
  • Challenge 24 (62000)

Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead.

Burning Plasma: Fire damage dealt by the Ancient Purple Dragon's attacks bypasses resistance, but not immunity.


Actions

Multiattack: The dragon can use its frightful presence. It then makes three attacks: one with its Bite or Tail, and two with its Claws

Bite. Melee Weapon Attack: +18 to hit, Reach 15 feet, one target. Hit: 23 (2d12+10) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +18 to hit, Reach 10 feet, one target. Hit: 19 (2d8+10) slashing damage

Tail. Melee Weapon Attack: +18 to hit, Reach 20 feet, one target. Hit: 21 (2d10+10) bludgeoning damage

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. 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.

Plasma Breath (Recharge 5-6): The dragon can make one of two uses of its breath attack from the following: Plasma Breath: THe dragon exhales crackling plasma in a 90-foot cone, each creature in that area must make a DC 25 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much on a successful one. All creatures within 40 feet of the dragon that can see it must make a DC 25 Constitution saving throw or be blinded for 1d4 rounds. Searing Spear: Ranged Spell Attack: +10 to hit, Range 120/300 feet, one target. Hit: 98 (28d6) fire damage. The target must make a DC 25 Constitution saving throw or its maximum hit points are reduced by an amount equal to the damage taken. this reduction is permenant unless undone with magic such as the Greater Restoration spell.

Legendary Actions

The Adult Purple 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. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a perception check

Tail Attack: The dragon makes a tail attack

Command: The dragon bellows a command to one of its allies within 300 feet. the chosen creature can immediately take one action.

Brown Dragons

Brown Dragons are a species of dragon that inhabit the deserts of the world. They are characterized by their brown scales and large size, with some individuals growing up to 50 feet long. They have a rough and scaly texture, with sharp claws and teeth. Their eyes are typically a fiery orange or red, and they are known for their incredible strength and ferocity.

These dragons are fiercely territorial, and will defend their territory at all costs. This often leads to conflicts with other dragon species, particularly the Blue Dragons, who also inhabit desert regions. These territorial disputes can be incredibly violent, with the two species engaging in fierce battles that often result in significant damage to the surrounding landscape.

Despite their formidable appearance and strength, Brown Dragons are not particularly intelligent creatures. They are not known for their problem-solving abilities or strategic thinking, and tend to rely on brute force to overcome obstacles. This lack of intelligence also means that they can be easily provoked, and will often attack anything that moves, including their own kind.

In terms of their lifestyle, Brown Dragons are solitary creatures who spend much of their time hunting for food and patrolling their territory. They are carnivorous, and will eat almost anything they can catch, including large mammals and other dragons. They are also known for their love of treasure, and will often hoard valuable objects in their lairs.

Scarce Scavengers:

Brown Dragons are fierce predators that hunt a variety of prey in their sandy desert homes. They are carnivorous and will eat almost anything they can catch, including large mammals, birds, reptiles, and even other dragons. Their preferred method of hunting is to ambush their prey, using their excellent camouflage to blend into the desert landscape and surprise their victims. They are incredibly patient hunters, willing to wait for hours or even days for the perfect opportunity to strike. When they do attack, they use their massive jaws and sharp teeth to deliver a killing blow, often swallowing their prey whole. Brown Dragons are also known for their incredible sense of smell, which allows them to track their prey over long distances. They are opportunistic feeders, and will scavenge for food if necessary, but they much prefer the thrill of the hunt.

Agressive Minds

Brown Dragons are not known for their high intelligence. They are instinct-driven creatures that rely on their primal instincts and basic survival skills to navigate their environment. They do not possess the problem-solving abilities or strategic thinking that some other dragon species exhibit, This lack of intelligence also means that they can be easily provoked and often attack anything that moves, including their own kind. They do not display any remarkable cognitive abilities and do not exhibit any advanced social behaviors.


Brown Dragon Wyrmling

Medium dragon, Chaotic Evil


  • Armor Class 17
  • Hit Points 55 (9d8+15)
  • Speed 30ft. walk, 15ft. burrow, 60ft. fly

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Bite. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

Claw. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

Sandy Spit (Recharge 5-6) The dragon unleashes a powerful gust of wind with sand particles mixed in with their acidic saliva, each creature in a 30 foot line that is 5 feet wide must make a DC 12 Constitution saving throw or take 11 (2d10) piercing damage, and 11 (2d10) acid damage and be blinded for one minute, the creature can repeat the save at the beginning of its turn. or half damage and no blindness on a successful save.

Exact Quote form O'Rione's Journal:

Today, I witnessed a Brown Dragon unleash what I can only describe as a "Sandy Spit" attack. Instead of the usual fiery breath attacks of other dragon species, Brown Dragons have evolved a unique ability to spew out a massive stream of sand and debris, effectively blinding and choking their opponents. It was an impressive sight to behold, as the dragon's massive jaws opened wide, and a tidal wave of sand shot out with incredible force. The unfortunate target of this attack was a group of Young Blue Dragons who had trespassed into the Ancient Brown Dragon's territory. The Sandy Spit proved to be an effective weapon, as it caused the Blue Dragons to panic and retreat, leaving the Brown Dragon's territory unscathed.

It is interesting to note that Brown Dragons seem to rely on their brute strength and natural hunting skills, only using the Sandy Spit as a last resort. This suggests that they have evolved to be formidable predators that do not rely solely on their unique attack abilities. Despite their lack of intelligence, Brown Dragons have adapted well to their desert homes and have developed impressive survival skills that make them a force to be reckoned with.



Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

 

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