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Index

Chapter 1: Races Chapter 3: Additional Content


Dragonborn, revised ................................................................. 5 The Draconic Races ...............................................................48
Half Dragon ................................................................................8 Dragonborn ..........................................................................48
Kobold, revised ........................................................................ 14 Dragonforged .......................................................................49
Lizardfolk, revised .................................................................. 17 Half Dragon ..........................................................................50
Chapter 2: Subclasses Zekyl (Elf) ............................................................................. 52
Barbarian: Path of the Dragon .............................................21 Silverbrow (Human) ...........................................................53
Bard: College of Playful Mockery ........................................23 Kobold ................................................................................... 54
Cleric: Dragon Domain ......................................................... 34 Religion .....................................................................................55
Cleric: Scalykind Domain .....................................................26 Asgorath ................................................................................55
Druid: Circle of the Dragon ..................................................28 Bahamut ................................................................................55
Druid: Circle of Savagery ......................................................30 Kurtulmak .............................................................................56
Additional Dinosaurs ......................................................... 31 Tiamat ................................................................................... 57
Fighter: Purple Dragon Knight ............................................33 Ancient Foes .........................................................................57
Fighter: Supply Specialist .................................................... 34 Dragon's Armory .....................................................................58
Monk: Way of the Dragon Turtle ......................................... 36 Draconic Magic Items ........................................................... 60
Paladin: Oath of Draconic Majesty ..................................... 37 Appendix: Spells
Rogue: Stormscale .................................................................39 Draconic Spells .......................................................................63
Sorcerer: Draconic Bloodline, revised ...............................40 Credits
Psudeodragon ......................................................................41 Thank You! ...............................................................................67
Warlock: The Dragon Student .............................................42
Dragon Companion ............................................................ 44
New Eldritch Invocations ..................................................46
Introduction

T
his work is a combination of several dragon additional benefits when you're within melee range of your
themed homebrew that I have created over enemies, which is traditionally dangerous for a sorcerer,
the years, as well as a few collaborations. It and allows melee sorcerers to become more viable.
also features art that I have commissioned I have given some subclasses mechanics that let you gain
from several artists, as mentioned in the different benefits if you already have resistance, so that half
Credit chapter. dragons and dragonborn can choose thematic dragon types
Dragons have always been a centerpiece without being punished for having the same resistance.
for Dungeons & Dragons, and I felt that the transition of 3.5 This work contains several subclasses, including a
Edition to 5th Edition left several great dragon themed revised Purple Dragon Knight subclass for the fighter class,
works behind. As such I created this homebrew for those also known as the Banneret subclass. It also contains a
that want to have more dragon related content in their dragon themed spell list, items, and unique items that can
campaigns. It also includes several revisions of existing be gifted by dragons themselves to players. The Religion
races and subclasses, due to how unthematic or section covers draconic lore that is less known, seeing as
underwhelming they have felt to many players, including many books already refer Tiamat and Bahamut. Which is
myself. Particularly, the Dragonborn have felt rather why the kobold god Kurtulmak has the biggest section, as
underwhelming and are widely accepted to be outside the 2006 book Races of the Dragon, little of his
underpowered compared to the other race options. This other side is mentioned. I have added additional dinosaurs
homebrew is meant to make them more on equal footing for the Circle of Savagery (or as foes), and although the
with the other races by giving them subraces of their own. dilophosaurus and spinosaurus aren't truly accurate I felt it
I have also created a half dragon player race, who are less would be fine for a fantasy setting.
bestial than the Monster Manual version, because I based The Dragon Student is a bit unusual, due to their pact
them on their more human appearance in the 2006 book choice restriction; but I wanted to shift their customization
Races of the Dragon, which just made more sense to me. options to the dragon types to make it more interesting, and
Additionally, I've added a revised Draconic Bloodline for also to balance the subclass out while keeping them
the sorcerer class. It is largely the same as the original, but thematic. It is similar to the Battle Smith, yet also quite
allows for more playstyle options. This version grants different, and so far the playtests have been promising.
The content in this work has been playtested, and based
on all the feedback I believe it should be fairly balanced in
NOTE: The spells that are cast through racial traits in
this work do not require any material components. This
practice. Of course, whether you can use the content in this
includes player race traits, and the spells that the work is still up to the DM's discretion. I hope that you will
Dragon Student gains through their unique trait, enjoy this finalized work, as well as the artworks that I have
including rituals. commissioned for it, and that you may have many fun and
interesting adventures with it.
Chapter 1
Races
Dragonborn, revised
“THE FIGHTER BOY WAS DOWN, THE MONK GIRL WAS OVERWHELMED, Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
the cleric girl had wet herself, and the wizard girl got Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
stabbed. Fortunately for these beginners, most goblins were Surina, Thava, Uadjit
now in a narrow pathway, and he was a dragonborn. As he Childhood Names: Climber, Earbender, Leaper, Pious,
inhaled deeply, he wondered what roasted goblin would Shieldbiter, Zealous
smell like.” Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
— Rhogar, dragonborn veteran and savior of "newbies" Drachedandion, Fenkenkabradon, Kepeshkmolik,
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
Born of dragons, as their name proclaims, the dragonborn Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
walk proudly through a world that greets them with fearful Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
incomprehension. Shaped by draconic gods or the dragons
themselves, dragonborn were created with the essence of Dragonborn Traits
true dragons as a unique race, combining the best Your draconic heritage manifests in a variety of traits you
attributes of dragons and humanoids. Some dragonborn share with other dragonborn.
(reluctantly) serve true dragons, others form the ranks of Ability Score Increase. Your Strength score increases
soldiers in great wars, and still others find themselves by 2. One score, based on your draconic ancestry, increases
adrift, with no clear calling in life. by 1.
The blood of a dragon runs strong through all Age. Young dragonborn grow quickly. They walk hours
dragonborn. A dragonborn’s color imparts many traits upon after hatching, attain the size and development of a 10-year-
them, including varying types of breath weapon, as well as old human child by the age of 3, and reach adulthood by 15.
scales that closely match those of their dragon ancestor — They live to be around 80.
bright red, green, blue, or white, lustrous black, or gleaming Alignment. Dragonborn tend to extremes, making a
metallic gold, silver, brass, copper, or bronze. conscious choice for one side or the other in the cosmic
In addition, each dragonborn possesses a fragment of war between good and evil (represented by Bahamut and
what makes up a true dragon. Those whose fragment Tiamat, respectively). Most dragonborn are good, but those
grants them a tail are often shunned, due to it being who side with Tiamat can be terrible villains.
considered a bad omen for a dragonborn to have a tail. Size. Dragonborn are taller and heavier than humans,
Dragonborn Names standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.
Dragonborn have personal names given at birth, but they Speed. Your base walking speed is 30 feet.
put their clan names first as a mark of honor. Childhood Draconic Ancestry. You have draconic ancestry. Choose
names are often given by clutchmates as a descriptive term. one type of dragon from the Draconic Ancestry table. Your
breath weapon (shape, range and damage type), damage
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, resistance, and ability score increase are determined by the
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, dragon type.
Rhogar, Shamash, Shedinn, Tarhun, Torinn

5
Draconic Ancestry Dreadcaller
Damage Ability
Draconic Fear. You can roar as an action, forcing each
Dragon Type Breath Weapon score creature of your choice within 30 feet of you to make a
Wisdom saving throw (DC 8 + your proficiency bonus +
Black Acid
5 by 30 ft. line (Dex.
Constitution your Charisma modifier) if it can see and hear you. On a
save) failed save, the target is frightened of you for 1 minute.
Blue Lightning
5 by 30 ft. line (Dex.
Constitution
The frightened target can repeat the saving throw at the
save) end of each of its turns, ending the effect on itself on a
5 by 30 ft. line (Dex. success. You regain the use of this trait after finishing a
Brass Fire
save)
Charisma long rest.
Powerful Build. You count as one size larger when
Bronze Lightning
5 by 30 ft. line (Dex.
save)
Charisma determining your carrying capacity and the weight you
can push, drag, or lift.
5 by 30 ft. line (Dex.
Copper Acid Charisma Murkdweller
save)
Gold Fire 15 ft. cone (Dex. save) Wisdom
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
Green Poison 15 ft. cone (Con. save) Intelligence light. You can’t discern color in darkness, only shades of
Red Fire 15 ft. cone (Dex. save) Constitution gray.
Silver Cold 15 ft. cone (Con. save) Intelligence
Tail Lash. Your tail can be used to push or trip up
opponents. You can use your bonus action to shove a
White Cold 15 ft. cone (Con. save) Constitution creature within 5 feet of you. You can use this trait a
number of times equal to your Strength modifier
Breath Weapon. You can use your action to exhale (minimum of 1). You regain all expended uses when you
destructive energy. Your draconic ancestry determines the finish a long rest.
size, shape, saving throw type, and damage type of the
exhalation. When you use your breath weapon, each
creature in the area of the exhalation must make a saving
throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A creature
takes 2d6 + your proficiency bonus damage on a failed save,
and half as much damage on a successful one. The damage
increases by an additional 1d6 at 5th level, 8th level, 11th
level, and 17th level. You regain the use of your breath
weapon after finishing a short or long rest.
Damage Resistance. You have resistance to the damage
type associated with your draconic ancestry. In addition,
green dragonborn have advantage on saving throws against
being poisoned.
Natural Weapons. You grow retractable claws from the
tips of your fingers. Extending or retracting the claws
requires no action. The claws are natural weapons, which
you can use to make unarmed strikes. If you hit with them,
you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the normal bludgeoning damage for an
unarmed strike. You can also use your bite, which follows
the same rules as your claws, but deals 1d4 + your Strength
modifier piercing damage instead.
Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants.
Subraces. Choose one of the subraces below. Your
choice will determine additional benefits.
Subraces
In addition to being aligned to a particular type of dragon,
dragonborn also possess fragments of what makes up a
true dragon. These blessings cause them to be divided into
four subraces, with Dreadcaller being the most common.
Murkdwellers are the only ones with a tail, and are often
shunned because of it. Even while half dragons, known for
their long tails, are generally accepted within dragonborn
society.

6
Steelscale Racial Feat
Hardened Scales. You gain a +1 bonus to your AC while
not wearing heavy armor. Instead of this bonus, you can Draconic Heritage
calculate your AC as 13 + your Dexterity modifier. A
shield’s benefits apply as normal on top of either option. Prerequisite: Dragonborn
Draconic Savagery. When you make a melee attack on You are blessed by Bahamut or Tiamat, granting you
your turn, or you use your breath weapon, you can use another fragment of what makes a true dragon. You can
your bonus action to make a special attack with your bite. take this feat up to three times.
If the attack hits, it deals its normal damage, and you
can’t use this trait again until you finish a short or long Increase your Constitution score by 1, to a maximum of
rest. In addition, the damage dice of your Natural 20.
Weapons trait increase from d4 to d6. The damage of your Breath Weapon trait increases by
Wayfarer 1d6.
Wings. You have draconic wings sprouting from your When you take this feat you gain a trait of one of the
shoulder blades. When falling you can use your reaction other dragonborn subraces which you didn't choose. You
to slow your descent, as if under the effects of a feather can take this feat up to three times, but each time you
fall spell. However you can move one foot horizontally for must choose a dragonborn subrace whose trait you don’t
each foot that you fall. At 6th level you can grant yourself have yet. You gain the following trait based on your
a flying speed of 30 feet as a bonus action for a duration choice:
of 1 minute. Afterwards you must finish a long rest before Subrace Trait
you can use this flight again. At 14th level you can instead
fly indefinitely at a speed of 30 feet. If you already Dreadcaller You gain the Draconic Fear trait.
possess a flying speed then this flying speed will instead Murkdweller You gain the Tail Lash trait.
increase by 20 feet. Your clothes and armor have to be Steelscale You gain the Hardened Scales trait.
modified to accommodate your wings, and you can't use
your wings while wearing heavy armor. Wayfarer You gain the Wings trait.
Hardened Resistance. You have an echo of the toughness
of a true dragon. You can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t
use this trait again until you finish a long rest.
Playing as a Half Dragon with wings
Some half dragons are blessed by the dragon gods and
may choose the Draconic Heritage feat from the
dragonborn as their feat once, to gain the Wings trait
Variant Ability Score Increase: As a variant rule, you can of the Wayfarer subrace. This grants them draconic
increase either your Strength score or the ability score wings.
determined by your draconic ancestry by 2. Whichever NOTE: This is a powerful feat when given to a half
score you didn't increase instead increases by 1. dragon, so you can only take this feat once and with
your DM's permission, and you must choose the
Wings trait of the Wayfarer subrace.
Proud Dragon Heritage
Half dragons look very similar to their mortal parent, except
  for the horns and partial scales that cover their bodies, as
  well as their draconic legs and long tails. However, half
  dragons are more known for their dangerous elemental
  breaths, as well as the gift of transformation. While only a
few half dragons eventually ascend to true dragonhood,
   some have been gifted with a "lesser" form that allows
      them a burst of power as well as the gift of flight for a
          short period of time.
             Half dragons’ color patterns are similar to their
              draconic parent, and in the case of two half-dragons
               having children, the child is often born in the color
              scheme of either parent, though occasionally they
             instead look like one of the other draconic ancestors
            of the parents, as half dragons are strongly drawn to
         one another and known to quickly make families and
communities. They are tall and strongly built, with males
often standing close to six and a half feet and being taller
and heavier than females. They also gain an advantage
based on which draconic heritage is more dominant for
them.
Challenging Upbringing
Half Dragon Half dragons share much of their draconic parent's
“HALF DRAGONS? YEAH, TOTAL FREAKS, THOSE GUYS. IMAGINE strength, but they are also vulnerable in the early stages of
dragonborn but then more human. I guess some people will their long lives. The lucky ones are raised by two half
sleep around with just about anyone these days, even dragon parents, who raise them into protected
dragons. Still, I had a few in my party, and I can't argue with communities. Others are abandoned by the draconic parent
their results. Once had a silver one freeze an orc solid or both parents and forced to survive alone or hope they get
before he could cleave my head. Now, his look was adopted by other half dragons or by dragonborn. Though
hilarious!” those with a metallic dragon parent are, more often than
not, properly raised and cared for.
— Thorzag, green-dyed beardless dwarf Those adopted by dragonborn are brought in as part of
Many dragons are not only fearsome beasts, but renowned the clan and are raised to show strong loyalty to their clan.
masters of magic as well. As such, it is not uncommon for A continual drive for self-improvement reflects the self-
one to change shape and walk among the masses, or even sufficiency of the dragonborn race as a whole, which is then
take a mortal lover. The children of such unions are known reflected upon the half dragon. These half dragons value
as half dragons. Not quite as monstrous looking as the skill and excellence in all endeavors. They hate to fail, and
dragonborn, but still very much recognizable due to its they push themselves to extreme efforts before they give up
draconic traits. on something. These dragonborn-raised half dragons hold
mastery of a particular skill as a lifetime goal, alongside the
desire to ascend to dragonhood. Members of other races
who share the same commitment find it easy to earn their
respect.

8
Eventually, all half dragons have a universal drive to Half Dragon Names
become stronger. By gaining strength in a multitude of
ways, they find that they become more in touch with their Half dragon names are usually based on the language of its
draconic heritage, which comes forward in the forms of mortal parent, as Draconic names are often much harder to
mastering their elemental breath, or even transforming into pronounce. Some half dragons who are adopted within
a dragon outright. This form is often not as strong as that of dragonborn clans will instead be given a dragonborn name:
true dragons, except for those who are truly devoted and
powerful. Such half dragons have "ascended to Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
dragonhood," and become true dragons with all their Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,
terrifying might. This true dragon form, however, is not easy Rhogar, Shamash, Shedinn, Tarhun, Torinn
to attain and requires great devotion and resolve. But those Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
who succeed are held in very high regard by half dragon Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
society. Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious,
A Growing People Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
In the most recent years, half dragons have been forming Drachedandion, Fenkenkabradon, Kepeshkmolik,
communities at an increasing rate. This has created many Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
half dragon families, and in turn, many adventurers as well Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
due to their drive to ascend to dragonhood. Usually, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
however, many half dragons start a family and have
children, with the mother being encouraged to take care of Half Dragon Traits
the children while the father goes out and provides for his Your draconic heritage manifests in a variety of traits you
family. Should the mother choose to become an adventurer, share with other half dragons.
then the grandparents or one of the extended family will Age. Half dragons mature at the same rate as their
often take care of the children. While they are few in mortal parent's race, but they can live up to 1000 years. A
number, half dragons are rapidly increasing their numbers few of those who have transcended into dragonhood,
due to a high fertility rate and big families. These however, have been granted the gift of immortality. Making
communities are protected by their elders, some of whom dragonhood even more sought after, but no less difficult to
have already ascended to dragonhood and make for achieve.
formidable opponents.
Alignment. Most half dragons are similar to dragonborn
and tend to extremes, making a conscious choice for one
side or the other in the cosmic war between good and evil
(represented by Bahamut and Tiamat, respectively). Most
half dragons are good, but those who side with Tiamat can
be terrible villains.
Size. Half dragons are often taller and heavier than
humans, standing well over 6 feet tall, with males being
noticeably bigger than females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines the
size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the
area of exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for
this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful one.
The damage increases by an additional 1d6 at 5th level, 8th
level, 11th level, and 17th level.
After you use your breath weapon, you can't use it again
until it's recharged. At the start of each of your turns,
provided you already used your breath weapon, you can roll
a d6. On a 6, you regain the use of your breath weapon.
Otherwise, your breath weapon recharges 1 minute after
you used it.
Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants.

9
Draconic Ancestry. While most half dragons are mixed, Draconic Ancestry. Your breath weapon deals lightning
they are always divided into a number of different colors damage in a line 30 feet long and 5 feet wide. Your breath
that reflect their draconic ancestry, which provides them weapon imposes a Dexterity saving throw. You have
with unique abilities. Just like true dragons, these colors are resistance to lightning damage.
not all equally powerful, and some colors have more niche Desert Predator. You gain proficiency in the Stealth skill.
abilities than others. However, no color is exceptionally As part of the Hide action, you can burrow yourself into
different in power from others. non-rock earth, just below the surface. While below the
These colors fall into two categories, the chromatics— surface, you have a burrow speed of 15 feet (but you can
black, blue, green, red, and white—and the metallics—brass, not burrow deeper), you have vision, can breathe freely,
bronze, copper, gold and silver. Choose one of these count as having three-quarters cover, and you must spend
subraces. Your breath weapon deals elemental damage of a bonus action to emerge. While you are burrowed,
the type associated with your chosen subrace, and you gain creatures suffer a -5 penalty to their ability checks to find
resistance against this damage type as well. In addition, you, provided you are out of combat and not moving.
your ability scores increase as described, and you gain an Brass
additional draconic trait. Ability Score Increase. Your Strength score increases by
Draconic Ancestry 2, and your Charisma score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage
Black in a line 30 feet long and 5 feet wide. Your breath weapon
Ability Score Increase. Your Constitution score increases imposes a Dexterity saving throw. You have fire
by 2, and your Strength score increases by 1. resistance.
Draconic Ancestry. Your breath weapon deals acid damage Boldly Talkative. You gain proficiency in the Persuasion
in a line 30 feet long and 5 feet wide. Your breath weapon skill. You can cast the tongues spell once, but only on
imposes a Dexterity saving throw. You have resistance to yourself, and with a duration of 30 minutes. You regain
acid damage. the ability to cast the spell this way after finishing a long
Unrelenting. You add your Constitution modifier to the rest.
damage of your breath weapon. You can see in dim light Bronze
within 60 feet of you as if it were bright light, and in Ability Score Increase. Your Strength, Constitution, and
darkness as if it were dim light, but only shades of gray. Charisma scores each increase by 1.
Blue Draconic Ancestry. Your breath weapon deals lightning
Ability Score Increase. Your Strength, Dexterity, and damage in a line 30 feet long and 5 feet wide. Your breath
Constitution scores each increase by 1. weapon imposes a Dexterity saving throw. You have
resistance to lightning damage.
Dragon of the Coast. You have a swim speed of 30 feet,
and can breathe air and water. When using your breath
weapon, you can instead choose to use repulsion gas
with the same range and DC. This gas doesn't deal
damage but instead imposes a Strength saving throw.
Those who fail it are pushed back 15 feet from you. This
special DC increases by 1 for each additional 1d6
damage on your breath weapon.
Copper
Ability Score Increase. Your Charisma score increases by
2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals acid
damage in a line 30 feet long and 5 feet wide. Your breath
weapon imposes a Dexterity saving throw. You have
resistance to acid damage.
Playful Host. You gain proficiency in the Performance skill.
You know the vicious mockery cantrip, and when you
take the Dash action on your turn you can cast it as a
bonus action. Charisma is your spellcasting ability for
this spell.
Gold
Ability Score Increase. Your Wisdom score increases by 2,
and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage
in a 15-foot cone. Your breath weapon imposes a
Dexterity saving throw. You have resistance to fire
damage.
Reserved Companion. You gain proficiency in the Insight
skill. Whenever you would deal fire damage to fiends and
undead creatures, you deal radiant damage instead.
Green Fascinated by Mortals. You gain proficiency in the History
Ability Score Increase. Your Strength, Intelligence, and skill. When using your breath weapon, you can instead
Charisma scores each increase by 1. choose to target a single creature within 15 feet with
Draconic Ancestry. Your breath weapon deals poison numbing gas. The creature doesn't suffer damage, but
damage in a 15-foot cone. Your breath weapon imposes a must succeed at the saving throw or be stunned until the
Constitution saving throw. You have resistance to poison end of your next turn. This special DC increases by 1 for
damage and advantage on saving throws against being each additional 1d6 damage on your breath weapon. You
poisoned. can regain this trait after finishing a long rest.
Gifted Trickster. You gain proficiency in the Deception White
skill. You can cast the disguise self spell once with this Ability Score Increase. Your Constitution score increases
trait, appearing up to 2 feet shorter or taller than normal by 2, and your Strength score increases by 1.
with it, and regain the ability to cast it this way when you Draconic Ancestry. Your breath weapon deals cold
finish a short or long rest. Charisma is your spellcasting damage in a 15-foot cone. Your breath weapon imposes a
ability for this spell. Constitution saving throw. You have resistance to cold
Red damage.
Ability Score Increase. Your Strength score increases by Skilled Hunter. You gain proficiency in the Survival skill.
2, and your Constitution score increases by 1. As a bonus action, you can move up to your speed toward
Draconic Ancestry. Your breath weapon deals fire damage an enemy of your choice that you can see or hear. You
in a 15-foot cone. Your breath weapon imposes a must end this move closer to the enemy than you started.
Dexterity saving throw. You have resistance to fire
damage.
Indomitable. You gain proficiency in the Intimidation skill.
You have advantage on saving throws against being Dragonsong
charmed or frightened. Silver half dragons have developed their own variation
Silver of the Bladesinger arcane tradition, called
Ability Score Increase. Your Intelligence score increases Dragonsinger, which utilises the power of the Dragon
by 2, and your Strength score increases by 1. Voice. Only those who speak Draconic can choose this
arcane tradition. It is identical to the Bladesinger
Draconic Ancestry. Your breath weapon deals cold tradition, except that Bladesong is renamed to
damage in a 15-foot cone. Your breath weapon imposes a Dragonsong, you have advantage on Strength
Constitution saving throw. You have resistance to cold (Athletics) checks instead of Dexterity (Acrobatics)
damage. checks during your Dragonsong, you can choose a
two-handed melee weapon for your weapon
proficiency, and you can use two hands to make an
attack with a melee weapon without ending the
Dragonsong.

11
Racial Feats
Improved Breath Weapon Dragon Form
Prerequisite: Half Dragon Prerequisite: Half Dragon, Improved Breath Weapon feat,
12th level
Extensive training has granted you greater control over
your Breath Weapon, allowing you to enhance its power You have been blessed by Bahamut or Tiamat, granting you
and speed. a lesser dragon form of your Draconic Ancestry's chosen
dragon.
When you roll to regain the use of your breath weapon While all half dragons aspire to assume their rightful true
trait, you regain it on a 5 or 6 on the d6 dice roll. dragon form, only those with enough experience may be
You gain a number of empower points equal to your blessed with a lesser dragon form. This form varies in
proficiency bonus. Each time you use your Breath appearance, but it always looks similar to the half dragon's
Weapon trait you can expend an empower point and draconic ancestry. Sometimes it has wings like a wyvern,
choose one of the following benefits: You can use your giving it four limbs instead of the true dragon's six,
breath weapon as a bonus action, its damage is including wings. Other times, the dragon form looks like
increased by 2d6, or its range is doubled (30-foot cone or that of a smaller-scale dragon of their ancestor's type.
60-feet long line that is 10 feet wide). You can only gain Regardless, the form drains those who use it, and as
each benefit once per use of your breath weapon, but such, they are only able to stay in it for a limited time.
you can expend more empower points to gain multiple Afterwards, these half dragons require rest in order to
different benefits at once. regain access to this form. Despite its power and majesty,
You regain one empower point after finishing a short rest, the dragon form pales in comparison to the ascension to
and all of them after finishing a long rest. dragonhood. And this gift only makes them strive harder to
achieve their true and ultimate form.

12
You gain blindsight out to a range of 10 feet.
You can use your bonus action to change into a large       only applies to those you've damaged with your bite
sized form of your ancestral dragon. Your      attack, breath weapon, or spells.
transformation lasts for 1 minute or until you end it as a You gain temporary hit points equal to twice your level.
bonus action. You can regain this form after finishing a Your AC and other defensive boons remain the same
long rest. Your weapons merge with you, and the (your scaled body parts can be used as your shield).
magical bonuses of your equipped melee weapons are However, your AC cannot be lower than 15 + your
transferred to your bite attack. If you are able to attack Dexterity or Strength modifier (your choice).
with your claws, wings, or tail then you can continue to If you ascend to dragonhood, then True Dragon Form
do so. This form doesn't hinder class abilities or replaces this Dragon Form. In which case, you can choose a
spellcasting, nor the use of spell components. In new feat immediately instead of this one.
addition, for each minute that you haven't entered
combat while in this form, you can extend its duration by
1 minute, up to 10 minutes total. Ascending to Dragonhood
This dragon form grants you the following benefits: All half dragons seek to ascend to their dragonhood, gaining
the form and power of a true dragon of their chosen
You gain a flying speed of 30 feet Draconic Ancestry. The following boon is only granted with
the permission of the DM, and as such, the following rules
You gain a bite attack, which you can use to make are directed at the DM:
unarmed strikes. If you hit with them, you deal piercing If you (the DM) are using the Epic Boons optional rule
damage equal to 1d8 (2d6 if you were wielding a two- from the Dungeon Master’s Guide, then once the half
handed weapon) + your Strength or Dexterity modifier dragon player reaches 20th level, you can wish to allow
(your choice). Your bite counts as a finesse weapon. If them to begin research, training, or tribulations that, once
you originally had a bite attack using higher damage completed, grant them the following epic boon:
dice then you can use that one instead.
True Dragon Form
You gain the effects of the Enlarge option from the As an action, you can transform into your chosen dragon
enlarge/reduce spell. type as if you had cast the shapechange spell. Unlike the
Your breath weapon immediately recharges after you normal shapechange spell you can only use your action to
change into your dragon form. Whenever you use your assume your original form, or return to your True Dragon
breath weapon during your Dragon Form, you can Form. Your True Dragon Form doesn't hinder your use of
empower it with one of the three empower options spell components, and is capable of all actions that require
of the Improved Breath Weapon feat without hands or speech. This replaces your Dragon Form
expending an empower point. The rules of                    transformation, if you have taken the Dragon
the feat remain the same.                  Form feat. Unlike the normal shapechange spell, if
              you concentrate on this transformation for the full
Once per turn, you can deal bonus             duration, the transformation becomes permanent
damage (of your chosen damage           (until this True Dragon Form loses all of its hit points)
type) equal to half your level to         and you no longer need to maintain your concentration
a single target you’ve       to remain in your True Dragon Form. After losing this
damaged that turn. This    form you regain the ability to transform in this way when
you finish a long rest.
Your True Dragon Form's breath weapon replaces your
original form's breath weapon, but it can also benefit from
your Improved Breath Weapon feat.

13
Kobolds are naturally skilled at tunneling. Similar to
Kobold, revised dwarves, they have a near-instinctive sense of what sections
“KOBOLDS ARE A LOT LESS CUTE WHEN THEY LEARN HOW TO CAST of stone or earth are strong or weak, are bearing a load or
FIREBALLS” are safe to excavate, or are likely to contain minerals or
— Volothamp Geddarm offer access to water. This ability enables them to fashion
secure homes in places where other creatures wouldn't feel
Kobolds are often dismissed as cowardly, foolish, and weak, safe. Their favorite past time is bathing, and they seek out
but these little reptilian creatures are clever with their natural springs and hot springs. The latter also being quite
hands, and viciously work together in order to overcome popular with half dragons.
their physical limitations. Kobold are short in stature, Kobolds take advantage of their size by creating small-
despite the draconic blood running in their veins, with the diameter tunnels that they can easily pass through, but that
tallest of them barely reaching 3 feet and weighing no more require larger creatures to hunch or even crawl to make
than 35 pounds. Because of their small size, kobold often progress. Due to their small size, many kobold often feel
have to adopt unorthodox means of achieving victory. This that there's safety in numbers. As such they rarely strike out
usually leads to traps, which kobold are well known for on their own, unless it's a mission of great importance or
crafting. they are serving or proving themselves to a dragon.
Unlike the true dragons they worship, kobolds don't have A kobold can be fooled with smooth words or a quick wit,
set colours that reflect certain personality traits. Whole but when the kobold figures out it has been tricked, it
tribes usually are the same one or two colours, and the remembers the affront. And when possible will retaliate
colour of a kobold has no bearing on its abilities or skill set. against that person somehow, even if merely in a petty way.
Kobolds display many of the traits that true dragons display, Though they are far less grudgeful against draconic
and are often either proud, or vain (or both). While races, feeling that they act so because they must prove their
individual kobolds prefer to run away from a fight, they worth.
know that there is greatness within them and are proud
that they were chosen to be the blood-kin of dragons. Kobold Names
Despite this, a typical kobold acknowledges its weakness in Kobold names are derived from the Draconic tongue and
the face of a hostile world. However, a kobold finds usually relate to a characteristic of the owner, such as scale
satisfaction in its work, the survival of its tribe, and the colour, distinctive body parts, or typical behavior. For
knowledge that it shares a heritage with mighty dragons. example, "Red Foot, "White Claw" and "Scurry" are
While the individual kobold can be cowardly, this changes Common translations of often-used names. A kobold might
when they fight directly alongside their tribe. They believe change its name when it becomes an adult, or add
that they will be rewarded in the afterlife if they die in the additional word-syllables after important events such as
service of their tribe, and as such are far less fearful. completing its first hunt, laying its first egg, or surviving its
Kobolds, aside from the occasional adventurer, are also first battle. Because kobolds can change sex to suit a tribe's
quite content with their lives, provided they can mine and needs, they don't differentiate between male or female
be with their families, and receive the occasional praise names.
from dragons.
Kobolds are renowned for their worship of dragons, in Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox,
which case they cast aside any pride they have and willingly Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik,
and proudly serve such mighty creatures without a thought Sniv, Taklak, Tes, Urak, Varn.
of treason. If the dragon expresses cruelty, they will tolerate
it or simply go away instead of seeking revenge. They even
display strong acts of courage while within their service.
Strangely, they have the same sentiment towards
dragonborn and half dragons, whom they consider to be
dragons. This often leads to the annoyance of
dragonborn, many of whom hold resentment towards
dragons for past slavery. However, their obsessive loyalty
and devotion, and their skill at handling the sewage
of draconic communities,
causes the other draconic
races to tolerate their
presence. And those that
are able to put their pride
aside acknowledge that more
than one draconic community
has been saved by using the
kobolds overwhelming numbers
and unorthodox way of fighting.

14
Kobold Traits
As a kobold, you gain the following traits. Weasel companions
Ability Score Increase. Your Dexterity score increases Kobolds train and domesticate giant weasels and dire
weasels as hunting companions, guard animals, and
by 2, and your Intelligence or Charisma score increases by mounts. These domesticated weasels are stronger than
1. their wild counterparts, and trained to work well in
Age. Kobolds reach adulthood at age 6 and can live up to groups. A domesticated giant weasel has the statistics
120 years, but rarely do so. Those that live within or near of a wolf, and a domesticated dire weasel has the
draconic communities tend to live longer. statistics of a dire wolf, except both also possess
Alignment. Kobolds rely on the strength of their group, Darkvision with a range of 60 feet. At your DM's
discretion, you can gain a domesticated weasel as your
which makes them tend toward law. Kobolds living within companion during your adventures. This weasel is
or near draconic communities are often Neutral. friendly to you and your companions and obeys any
Size. Kobold are between 2 and 3 feet tall and weigh simple verbal commands that you issue to it (no action
between 25 and 35 pounds. Your size is Small. required by you) such as attack or guard, but it will only
Speed. Your base walking speed is 30 feet. allow kobolds to ride it as a mount. If you have
proficiency in the Animal Handling skill, and you train
Darkvision. You can see in dim light within 60 feet of you with your weasel regularly (at your DM’s discretion),
as if it were bright light, and in darkness as if it were dim you can add your proficiency bonus to the Strength
light, but only shades of gray. saving throw DC of the weasel's bite, and any skill
Burrower. As an action while holding a pickaxe, you can check the weasel makes.
grant yourself a burrow speed of 15 feet through non-rock
earth until the end of your turn. When you use your burrow
speed with this trait, you clear the path behind you.
Center of Attention. As an action you can distract
nearby foes. This can be done by cowering pathetically,
shrieking furiously, boasting arrogantly, or through different Playing as a Dragonwrought Kobold
means. Until the start of your next turn, your allies gain You may choose to play as a regular dragonwrought
advantage on attack rolls against enemies within 10 feet of kobold, born with wings from a special egg.
you that can see you. At 6th level you can use this trait as a If you choose this variant, you gain the Urd Feat at
bonus action, but you can't benefit from this trait's 1st level, but you lose the following racial traits:
advantage yourself. Burrower, Center of Attention. and Skilled Trapper.
Once you use this trait, you can't use it again
until you finish a short or long rest.
Skilled Trapper. You gain proficiency
with the thieves' tools, and whenever
you make an ability check to create
traps (Xanathar's Guide to Everything,
p.84) your proficiency bonus is doubled.
Fleeting Courage. When you
succeed on a saving throw, your next
attack roll or saving throw you make
before the end of your next turn
has advantage.
Languages. You can speak,
read, and write Common and
Draconic. Draconic is thought to
be one of the oldest languages
and is often used in the study of
magic. The language sounds
harsh to most other creatures
and includes numerous hard
consonants and sibilants.

15
d6 Kobold Invention
Racial Feats Acid. You hurl a flask of volatile acid to a location within
Kobold Inventor 20 feet of you. Those within 10 feet of that location
1 must make a Dexterity saving throw, taking 2d6 acid
Prerequisite: Kobold, the Skilled Trapper racial trait damage on a failed save, or half as much damage on a
successful one.
You are resourceful and clever for a kobold, although quite
eccentric as well. You gain the following benefits: Pocket Sand. You throw sand at a creature within 5 feet
2 of you. The target must succeed on a Dexterity saving
Your created traps (found on page 84 of Xanathar's throw or be blinded until the end of your next turn.
Guide to Everything) deal double the standard damage. Scorpion on a Stick. You attack a creature within 5 feet
You can create a trap once outside your short rests, and of you with a scorpion tied to the end of a 5-foot-long
within 1 minute. You regain the ability to make a trap pole. The target automatically suffers 1 piercing
this way after finishing a short or long rest. damage and it must make a Constitution saving throw,
You carry six of your inventions with you, and you can 3 taking 2d6 poison damage on a failed save, or half as
use each of the options listed in the Kobold Invention much damage on a successful one. On a failed save the
table as an action once. Their DC is 8 + your proficiency target is also poisoned for 1 minute. The affected target
bonus + your Intelligence modifier. All initial damage can repeat the saving throw at the end of each of its
caused by your inventions increases by an additional turns, ending the effect on a success.
1d6 at 8th level, 12th level, 16th level and 20th level. You Skunk in a Cage. You release a skunk into an unoccupied
also add your proficiency bonus to the attack rolls of 5-foot-square space within 20 feet of you, which
your insect swarms. You can choose to panic and use immediately sprays a random creature within 5 feet of
one of your inventions as a bonus action instead of an 4
it. The target must make a Constitution saving throw.
action, however you must then roll a d6 die to determine On a failed save, the target retches and can't take
which invention you use. If you roll a used invention, actions for 1 minute. The target can repeat the saving
then nothing happens. While using an invention this throw at the end of each of its turns, and whenever it
way, you can choose not to cause its effects. You can only takes damage, ending the effect on a success.
use one invention each turn. After finishing a long rest, Volatile Fire. You hurl a flask of fire to a creature within
and spending 10 minutes to forage and prepare, you can 20 feet of you, who must make a Dexterity saving
regain all expended uses of your inventions. 5
throw. On a failed save, the target suffers 1d6 initial fire
damage, and 1d6 additional fire damage at the start of
These inventions look like a mess of scrap or alchemy, each of its turns. A creature can take an action to
therefore others are unwilling to purchase them. Other extinguish the flames.
creatures are unable to use your inventions. Wasp Nest in a Bag. You throw a small basket into a 5-
foot-square space within 20 feet of you. A swarm of
Pack Tactics 6 insects (wasps) emerges from it, taking its turn after
yours, attacking the nearest creature until it is reduced
Prerequisite: Kobold to 0 hit points, after which the swarm disperses.
You excel at teamwork, fighting side by side against all
odds. Nimble Kobold
You have advantage on an attack roll against a creature Prerequisite: Kobold, the Center of Attention racial trait
if at least one of your allies is within 5 feet of the
creature and the ally isn’t incapacitated. You can only Your nimble nature allows you to take advantage of
benefit from this feature once on each of your own turns. openings in enemies defenses made by an allies attack.
Whenever you would gain the benefit of your Fleeting
Courage racial trait, you can use your reaction to grant You can move through the space of any creature that is
this boon to an ally who can see you instead. of a size larger than you.
You can take the Disengage or Dash action as a bonus
Pickaxe Mastery action on each of your turns.
When an ally makes a melee attack against a creature
Prerequisite: Kobold, the Burrower racial trait within 5 feet of you, you can use your reaction to make
Your time spent wielding a pickaxe allows you to wield it one melee weapon attack against that creature.
with devastating efficiency. You gain the following benefits:
Urd
You can use a pickaxe as a melee weapon with the Prerequisite: Kobold
finesse and versatile properties, which deals 1d8
piercing damage (1d10 when used with two hands). You Dragonwrought kobolds have strong ties to their draconic
are proficient with pickaxes used this way, and you gain ancestors, and are seen as blessed by their kind. Kobolds
a +1 bonus to attack rolls you make with the weapon. who become dragonwrought later in life are called Urds.
Whenever you attack with a pickaxe, you can swing
wildly, causing your attack to have disadvantage. If you You gain the Hardened Scales and Wings racial traits
hit, you deal additional damage equal to double your from the dragonborn (page 7).
proficiency bonus. You have advantage on saving throws against being
Whenever you have disadvantage on an attack roll you paralyzed, and magic can’t put you to sleep.
make with a pickaxe, the target still takes piercing You have resistance to the damage type associated with
damage equal to your Strength or Dexterity modifier your dragon ancestor. Choose a dragon from the
(your choice) if the attack misses but the higher of the dragonborn's Draconic Ancestry table (page 6) to
two d20 rolls would have hit. determine the type.
16
The more civilized sharptooth lizardfolk either live near
Lizardfolk, revised bodies of water and swamps, or roam the plains, riding
“IF YOU’RE CONSIDERING TAKING A SCALED ONE ALONG ON AN large prehistoric beasts, such as triceratops or
adventure, remember this important fact. The strange, styracosaurus, into battle.
inhuman glint in its eyes as it looks you over is the same Sharptooth lizardfolk don't usually keep livestock, as they
look you might give a freshly grilled steak.” prefer to hunt or fish. They usually wear headgear with
feathers of birds, and they are a little more advanced as
                                    — Tordek, dwarf fighter and adventurer they live in tipi instead of homes made out of mud. They are
also among the most successful of lizardfolk, as many of
Despite not being a member of the draconic races, the their tribes have formed strong alliances with the other
lizardfolk echo many similarities, and some even worship races over the years. Unlike most lizardfolk, sharptooth
and serve dragons for their shared reptilian attributes. lizardfolk venerate their ancestors, and follow a code of
Lizardfolk are covered from head to tail in thick scales of honor. They refer to their ancestors as dragons, however
various shades of color, and their fanged maw and sharp they are not descendants of dragons, which is evident by the
claws make them dangerous foes, even when unarmed. fact that kobolds don't worship them in any shape or form.
They are hardy survivors, whose lack of technological The word dragon is a misunderstanding, as in their
advancement is compensated by their ferocity in battle and language (which is a slightly different version of draconic)
ingenuity. dragon refers to large and powerful reptilian creatures.
Most lizardfolk are pragmatic, and can come across as What they are referring to are ancient and terrifying lizards
cold. This is due to their alien minds, which are heavily commonly known as dinosaurs.
focused on survival, and leave little room for emotions.
Concepts such as honor are lost on most of them, as they Relationship with other races
strive to survive against all odds. Most lizardfolk are pragmatic, and are seen as cold. There
An exception to this is a variant of sharptooth lizardfolk, is a saying that when a lizardfolk looks at you funny, that he
which scholars dub "high lizardfolk". The tribes of these is likely sizing you up as a potential meal. And while most
more civilized lizardfolk are different in that they not only lizardfolk have a strong sense of cooperation, they will often
understand common emotions but also feel them, and they not hesitate to prevent your body from going to waste
are known for their strong sense of honor. This concept is should you die.
alien to most lizardfolk, but it also allows them to cooperate A lizardfolk who lives among other humanoids can, over
with other intelligent races far more easily. time, learn to respect other creatures’ emotions. The
lizardfolk doesn’t share those feelings, but instead assesses
An adaptive race them in the same clinical manner. Yes, the fallen dwarf
Lizardfolk generally focus on survival above all, without any might be most useful as a meal, but hacking the body into
unnecessary sentiments. Their mindset might sometimes steaks provokes aggression in the other humanoids and
seem cruel, but it helps them survive in a hostile makes them less helpful in battle.
environment. The swamps and jungles they inhabit are At their core, lizardfolk view other humanoids with an
filled with a staggering variety of threats. indifference verging on pity. Born into the world lacking
Blackscale lizardfolk are extraordi- stout scales and sharp teeth, it’s a wonder they have
-narily aggressive. They are the only
lizardfolk with the ability to see in the dark,
which scholars have speculated is due to
black dragon blood running in their veins.
This theory is further supported by their
natural resistance against acid, and
dark-hued scales.
Poison dusk lizardfolk are the smallest
of the lizardfolk, but are masters of camouflage
and poison. Using them both to deadly effect.
They know how to create an oily substance
which reacts to the natural chemicals
within their chameleon skin. When
applied to clothes or armor, it causes
these to change color as well, granting
camouflage. However, like most
lizardfolk, they usually fight without
such trappings because their own
natural hides provide sufficient
protection.
Sharptooth lizardfolk are the
most numerous of the lizardfolk,
and are usually the most ingenious
and focused on survival. Some call
them cowardly or opportunistic,
but they simply assess situations
based on what gives them the
best chance to survive.
17
managed to survive for so long. The typical human would Ability Score Increase. Your Constitution score
barely make it through a day in the swamps. increases by 2.
Still, if other creatures prove themselves useful to the Age. Lizardfolk reach maturity around age 12 and rarely
lizardfolk, those creatures can trigger a protective response live longer than 60 years. However, some sharptooth tribes
made all the stronger by their apparent weakness. The are known to live to be around 80.
lizardfolk assess such beings as hatchlings, young ones Alignment. Most lizardfolk are neutral. They see the
incapable of protecting themselves but who might prove world as a place of predators and prey, where life and death
useful in the future if they receive care. are natural processes. They wish only to survive, and prefer
The more civilized sharptooth lizardfolk are an exception to leave other creatures to their own devices. The more
to this rule, as they follow codes of honor and can genuinely civilized sharptooth lizardfolk follow a code of honor, and
understand and feel emotions. These are also the lizardfolk tend to be neutral good.
who are most likely to trade with the other races, and go on Size. Lizardfolk vary in size, with poison dusk standing
adventures. around 4 feet, blackscale around 8 feet, and sharptooth
Lizards and Dragons being around 6 to 7 feet on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Although the lizardfolk are not a draconic race, their fates Natural Weapons. Your fanged maw is a natural
are often intertwined with that of dragons. Black and green weapon, which you can use to make unarmed strikes. If you
dragons often share the same habitats, and are known to hit with your bite, you deal piercing damage equal to 1d6 +
employ lizardfolk as minions after sufficient intimidation. your Strength modifier, instead of the bludgeoning damage
On the other hand, lizardfolk face far less prejudice from normal for an unarmed strike. You can also use your claws,
the draconic races, such as dragonborn and half dragons. which follow the same rules as your bite, but deal 1d4 +
They respect dragonborn the most as they feel that their your Strength modifier slashing damage instead.
natural weapons make them the most self-sufficient, even Natural Armor. You have tough, scaly skin. You can
though they find it odd that the scales of most dragonborn calculate your AC as 13 + your Dexterity modifier. A shield’s
are soft. benefits apply as normal while you use your natural armor.
The Steelscale dragonborn are the exception, as their Cunning Artisan As part of a short rest, you can harvest
scales are equally hardened across their body, as opposed bone and hide from a slain beast, construct, dragon,
to the lizardfolk who have areas on their body that are monstrosity, or plant creature of size Small or larger to
thicker than others. create one of the following items: a shield, a club, a javelin,
Because of this, the dragonborn may benefit from their or 1d4 pieces of ammunition.
scales as an extra layer of defense, while the lizardfolk's Languages. You can speak, read, and write Common and
hide is a mere substitute for real armor. However this is Draconic. Draconic is thought to be one of the oldest
adequate for most lizardfolk, as they are able to do just fine languages and is often used in the study of magic. The
by wearing little in very hostile environments. language sounds harsh to most other creatures and
Half dragons are greatly respected for their power and includes numerous hard consonants and sibilants.
draconic lineage, while kobolds are seen as either an Subraces. Choose one of the subraces below. Your
annoyance or a meal. choice will determine additional benefits.
The more civilized lizardolk however will generally
extend their respect to kobolds as well, provided they pose Subraces
no threat to their tribe.
Sharptooth
Lizardfolk Names The sharptooth are the most numerous of the lizardfolk,
and usually live in and around bodies of water. They either
Lizardfolk take their names from the Draconic language. hunt or float about underwater, waiting for an unsuspecting
They use simple descriptive terms granted by the tribe animal to drink or swim by. The more civilized ones tend to
based on an individual’s notable deeds or actions. roam more, forming tribes that hunt both around bodies of
Lizardfolk make no distinction between male and female in water and on the plains.
their naming conventions. Each example name includes its Ability Score Increase. Your Wisdom score increases by
translation in parenthesis. 1.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra Amphibious Stalker. You have a swim speed of 30 feet,
(animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), and you can hold your breath for up to 15 minutes at a time.
Jhank (hammer), Kepesk (storm), Kethend (gem), Korth Hungry Jaws. In battle, you can throw yourself into a
(danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik vicious feeding frenzy. As a bonus action, you can make a
(song), Othokent (smart), Sauriv (eye), Throden (many), special attack with your bite. If the attack hits, it deals its
Thurkear (night), Usk (iron), Valignat (burn), Vargach normal damage, and you gain temporary hit points equal to
(battle), Verthica (mountain), Vutha (black), Vyth (steel) your Constitution modifier (minimum of 1), and you can’t
use this trait again until you finish a short or long rest. At
Lizardfolk Traits 6th level you add your proficiency bonus to both the damage
Lizardfolk have many innate abilities derived from dealt and the temporary hit points gained.
centuries spent warring among each other and defending Hunter's Lore. You gain proficiency with two of the
themselves from the threats present in the jungles and following skills of your choice: Animal Handling, Nature,
swamps where they make their home. Perception, Stealth, and Survival.

18
Poison Dusk Feats
The poison dusk are the smallest of the lizardfolk, and are
renowned for their chameleon like skin. They value stealth Reptilian Regeneration
and quick strikes over open battle, and are experts in
remaining unseen until they strike. They enjoy the thrill of Prerequisite: Lizardfolk
pursuit, and hunt down their quarry relentlessly. Their
determination never waivers, once they commit to You live a dangerous livestyle, and your body had to adapt to
something they will see it through. They live in secluded survive, allowing you to heal grievous wounds.
places and guard the secret location of their nests with On a short rest, if you choose to expend hit dice, you
their lives. They do not discriminate, all trespassers to their gain an additional amount of hit points equal to your
lands die the same. proficiency bonus per hit die rolled. Additionally, you
Ability Score Increase. Your Dexterity score increases regrow severed body parts (fingers, legs, tail, and so on)
by 1. within 1d4 days.
Chameleon Skin. You can try to hide even when you are As a bonus action, you can release a surge of
unobscured by pressing yourself up against a solid surface regeneration in your body. You regain a number of hit
next to you, such as a tree or wall, that is at least as tall and points equal to 2d6 + half your level. You can't regain hit
wide as you are. You can also hide by pressing yourself points this way again until you finish a short or long rest.
against the ground, provided you are in the prone position.
While hiding this way you have advantage on Dexterity Poisoner (revised)
(Stealth) checks, provided you are out of combat and you
remain there without moving or taking actions. You have a great understanding of the creation and
Racial Poison. As part of a long rest you can distill application of poisons and gain the following benefits:
poison from your own glands. You gain a number of doses You gain proficiency with the poisoner's kit if you don’t
of racial poison equal to half your proficiency bonus already have it, and when you attempt to harvest a dose
(rounded down). You can use a dose of this poison to coat of poison from a poisonous creature you have advantage
one slashing or piercing weapon or up to three pieces of on the required ability check.
ammunition. Applying the poison takes an action. A When you make a damage roll, you ignore resistance to
creature hit by the poisoned weapon or ammunition takes poison damage.
1d4 poison damage. Once applied, the poison retains You can apply poison to a weapon or piece(s) of
potency for 1 minute before drying. These doses of racial ammunition as a bonus action, instead of an action.
poison only last 24 hours before losing their potency. With one hour of work using a poisoner’s kit and
Predator. You gain proficiency in the Survival skill. In spending 50 gp worth of materials you can create a
addition, you have advantage on Wisdom (Survival) checks number of doses of potent poison equal to your
to follow tracks and hunt wild game. proficiency bonus. You can use a dose to coat one
Blackscale slashing or piercing weapon or one piece of ammunition
The blackscale are the largest and strongest of the as a bonus action. Once applied, the poison retains
lizardfolk subraces, and the most aggressive one. Usually potency for 1 minute or until you hit with the weapon or
their tribes seek to expand the territory they hold, and kill ammunition. Those hit must make a DC 14 Constitution
any creatures that get in their way, making the blackscale saving throw or take 2d8 poison damage and become
lizardfolk a dangerous foe. They often prefer nightly raids, poisoned until the end of your next turn.
relying upon their innate darkvision. They are also known
for their natural resistance against acid, which some
scholars speculate is due to black dragon ancestry.
Blackscales have no patience for cunning ploys and setting Variant Poison Harvesting
traps, thinking these are the tools of smaller, weaker At your DM's discretion, you can use the following
lizardfolk. They prefer to just hit hard. variant rule for harvesting poison from slain foes
Ability Score Increase. Your Strength score increases instead of the one listed in the Dungeon Master's
by 1. Guide (page 258):
Acid Resistance. You have resistance to acid damage. Poison extraction: When poisonous creatures are
killed, the player can attempt to harvest all their poison
Aggressive. As a bonus action, you can move up to your over the course of 10 minutes, followed by making an
speed toward an enemy of your choice that you can see or Intelligence (Nature) check using the poisoner's kit
hear. You must end this move closer to the enemy than you (proficiency with the poisoner’s kit applies to this
started. check if the player doesn’t have proficiency in Nature)
Darkvision. You can see in dim light within 60 feet of you against the poison's save DC, for each type of creature.
as if it were bright light, and in darkness as if it were dim On a success, the player extracts 1d4 doses of poison
from all the dead creatures combined for that type of
light. You can’t discern color in darkness, only shades of creature. On a failure, all the poison is wasted, and
gray. those who are not proficient with the poisoner's kit
Powerful Build. You count as one size larger when suffer the effects of the poison. Players can use one
determining your carrying capacity and the weight you can dose of harvested Injury type poison to coat one
push, drag, or lift. slashing or piercing weapon or one piece of
ammunition, which remains potent for 1 minute.
However, unlike basic poison (or the poison dusk's
racial poison), it loses its potency the first time you hit
a creature with it (instead of lasting the full 1 minute
duration). Applying the poison takes an action.

19
Chapter 2
Subclasses
You can gain a maximum amount of fury points equal to
Path of the Dragon your proficiency bonus, and you lose any remaining fury
Barbarians are well known for tapping into primal powers, points when your rage ends. You can use your fury points to
but only a few can tap into one of the most ancient and enhance your natural weapons in the following ways:
primeval of them all: The power of dragons. Bite: When you hit a creature with your bite, you can
Most notably, the type of dragon that causes such spend 2 fury points once per turn to regain an amount of hit
unyielding rage is that of the chromatic variant. Not all points equal to twice your Constitution modifier (minimum
those with chromatic blood in their veins are tended of 2).
towards such violent and destructive outbursts, but all Claws: When you take the Attack action on your turn and
those that follow this path do indeed share that ancestry: make an attack with your claws, provided both your hands
Their chromatic heritage simply manifests itself far are free, you can make one additional attack using your
stronger than it does for others. claws as part of the same action. While you possess at least
While chromatic dragons are not as renowned for 2 fury points, attack rolls you make with your claws will
walking among the mortal masses as their metallic cousins score a critical hit on a roll of 19 or 20.
are, there have been those that started bloodlines that Tail: Your tail always counts as an equipped weapon, and
stretch back millennia. No matter how diluted this can be used to make opportunity attacks. Once per turn
bloodline becomes, it can always manifest itself in any of its when you hit a creature with your tail, you can spend 1 fury
descendants. And when properly harnessed can become a point to make a contested Strength (Athletics) check
force of reckoning. Due to their more volatile chromatic against them and knock them prone if you win.
blood, those following this path tend toward Chaos, as they Dragon Color
contain potent destructive power that paces at the edges of Starting at 3rd level, you choose a Dragon Color. The
the cage, just waiting to be unleashed. This however is not damage type associated with each Dragon Color is used by
the norm, as there are those that have learned to control features of this path. Additionally, you can now speak, read
their impulses. and write Draconic. Whenever you make a Charisma check
The zekyl, an elven subrace that was created through when interacting with dragons, your proficiency bonus is
unions between drow and shadow dragons, are all able to doubled if it applies to the check.
tap into this primal path due to the chaotic influences of the
shadowfell. Their normal calm and calculated demeanor Dragon Color
hides the violent dragon that lurks beneath wating to strike. Dragon Color Damage Type
Draconic Form Black Acid
At 3rd level, whenever you enter a rage, if you are not Blue Lightning
wearing heavy armor, you can choose to give in to your Green Poison
draconic fury and manifest aspects of a draconic being;
growing natural weapons as claws erupt from your Red Fire
fingertips, fangs sprout from your maw, and you gain a White Cold
vicious lashing tail (or an existing one becomes stronger).
If you do, your draconic pride compels you to stow or doff Draconic Ascension
any weapons or shields you are wielding. You can do this as At 6th level, your Draconic Form grants you additional
part of the same bonus action you use to enter your rage, draconic aspects. When you enter a rage, if you gave in to
and must do so in order to gain the benefits of your your draconic fury, you gain a number of fury points equal
draconic fury. You cannot wield any weapons or shield until to half your proficiency bonus (rounded down), and you gain
you stop raging, and you gain the features listed below until the following benefits while raging:
your rage ends: Wings: You gain dragon wings which last until your rage
Natural Weapons ends. Your wings allow you to glide, but aren't strong
You gain the following natural weapons, but you can only enough to grant you flight yet. When falling you can use
use one at a time as part of the Attack action: your reaction to slow your descent, as if under the effects of
a feather fall spell. In addition, for each foot that you fall,
Natural Weapon Damage Properties you can move one foot horizontally in any direction. While
Claws 1d6 slashing —
aloft, you count as taking damage for the purpose of
maintaining your rage. Your clothes and armor magically
Tail 1d12 bludgeoning Reach change to accommodate these new wings. By 14th level,
Bite 1d10 piercing — your Draconic Form's wings are now strong enough to give
you flight. While not wearing heavy armor, you gain a flying
Fury Points speed equal to your walking speed.
When you enter a rage, if you gave in to your draconic fury, Resistance: You gain resistance against the damage type
you can gain fury points to enhance your natural weapons. of your chosen color on the Dragon Color table while
You can gain fury points in the following ways: raging. If you already have permanent resistance against
this damage type, then all damage you deal ignores
When you score a critical hit, you gain 1 fury point. resistance against your Dragon Color's damage type
If you deal damage to a creature and it is reduced to 0 instead.
hit points before your next turn, you gain 1 fury point. Vicious weapons: Your natural weapons count as
At the start of your turn, if you took damage since the magical for the purpose of overcoming resistance and
beginning of your previous turn, you gain 1 fury point. immunity to nonmagical attacks and damage.

21
Unleashed Fury Draconic Savagery
Starting at 10th level, Starting at 14th level, you rip and
the marks of your draconic tear your opponents apart, violently
heritage no longer entirely fade and without mercy. Once on each of your
when you are not raging. You gain turns, when one of your melee attacks reduces
scales which permanently grants you an object or creature's hit points to a number less
your Draconic Form's Resistance benefit. than your Strength score, you can instantly reduce
Additionally, if you gave in to your draconic it to 0 hit points. Additionally, you suffer none of the
fury when you entered your rage, you can use drawbacks of old age, you can't be aged magically, and
a bonus action while raging to spend a number of your lifespan extends by 1000 years.
fury points and breathe out a powerful blast of elemental
energy. Creatures within a 15-foot cone must make a
Dexterity saving throw. The DC of this saving throw is 8 +
your Constitution modifier + your proficiency bonus. A NOTE: This feature relies on knowledge regarding a
creature takes 2d6 damage for each fury point you monster's remaining hit points. Your DM may want to
expended on a failed save, and half as much damage on a avoid sharing this information at the table, so if you are
successful one. The damage type is the same as the damage worried about this ability getting overlooked in
type of your chosen Dragon Color. combat, we suggest checking in with them at the start
Similar to the racial breath weapons of half dragons and of the session to make sure they are aware of it.
dragonborn, using this feature counts as attacking a hostile
creature for the purpose of maintaining your rage.

22
College of Playful Mockery Sick Burns
Bards of the College of Playful Mockery are playful At 6th level, when you cast a spell that deals psychic
tricksters who prefer to taunt and mock their foes into damage, you can add your Charisma modifier (minimum of
submission rather then directly fight them. They are known 1) to one damage roll of that spell, and it ignores psychic
for speaking uncomfortable truths, in a way that playfully resistance.
mocks the target of their jokes, so that people can laugh Additionally, whenever a creature misses an attack that
about it and see the truth behind their taunts. They suffered disadvantage caused by your vicious mockery spell,
especially revel in targeting social stigmas set up by those you deal a verbally devastating follow up dealing psychic
that seek to control the way people speak, and through that damage equal to your Charisma modifier (minimum of 1),
the way people think. Their jokes cause people to laugh provided it can hear you.
about these stigmas, which lessens their control over them.
This ultimately results in a more open and free discussion The Voice of the People
on how to improve society. Also at 6th level, your ability to communicate transcends
The College of Playful Mockery was set up by an ancient barriers of language. You can communicate basic concepts
copper dragon, who at first merely sought to teach others with creatures that don't share a language with you as long
his skill at playing tricks on people. However, over time he as that creature speaks at least one language through
began to understand the importance of unrestricted humor intonation, body language, gestures, attitude, and
in mortal society, and how laughter can be used as a tool for swaggering about.
the greater good. Even if their jokes walk the fine line Using this method you can get information such as how
between being mean and being playful, calling out the much something should cost, where notable locations are,
uncomfortable truths in the world has done far more good who the toughest person or thing around is, and which
than harm. As such they will never allow their voice to be paths or alleyways should be avoided, as well other things
silenced, nor those of others. your DM might find appropriate for you to be able to learn
from them.
Truth Sayer
When you join the College of Playful Mockery at 3rd level, Spitting Fire
your gain proficiency in the Insight skill. If you already have Starting at 14th level, you can deliver verbal components to
proficiency in this skill, then you can choose a different skill. spells with blinding speed and precision. You can expend a
All spells that deal psychic damage count as bard spells use of Bardic Inspiration to cast a spell with the cast time of
for you, regardless of class restrictions. If you reduce a one action as a bonus action as long as it has only verbal
creature to 0 hit points through psychic damage, then you components.
can choose to immediately stabilize it by complimenting its Whenever you would deal psychic damage to creatures
performance. who are immune against it, you deal force damage instead.
In addition, you know the vicious mockery cantrip if you When you cast a spell that (normally) deals psychic
don't already know it. The first time that those affected by damage, you can increase the spell's damage dice by 1 step.
this spell deal damage to other creatures, without involving For example, d4 to d6, d6 to d8 etc. (maximum of d12).
an attack roll, they must roll a die equal to your inspiration You also know the message cantrip if you don't already
die and subtract it from the damage dealt (targets that fail know it, you can cast it as a bonus action, and you only
their saving throw against your vicious mockery spell count require verbal components to cast this spell.
as being affected by this spell until the end of their next
turn).
Playful Mockery
Starting at 3rd level, when you land a line, you're on a roll;
when you cast vicious mockery, and the target fails their
saving throw, you can expend one use of your Bardic
Inspiration to unleash your lyrical genius to...
Aggrandize Yourself: Roll the inspiration die and
gain temporary hit points equal to its result + the
damage dealt by your vicious mockery spell.
Double Down: Roll the inspiration die and the target
takes additional psychic damage equal to amount rolled,
and also has disadvantage on its next saving throw against
your vicious mockery spell within the next minute.
Make it Personal: If the target attempts to attack anyone
other than you, then it must subtract an amount equal to
your proficiency bonus from all its attack rolls. This effect
lasts until the start of your next turn.
You can only benefit from one of these effects when
expending a use of your Bardic Inspiration.

23
Dragon Domain If you choose Bahamut as your deity, then you must choose
Gods of dragons - including Bahamut, Tiamat, Faluzure, Io, a metallic (brass, bronze, copper, gold, or silver) dragon for
and various lesser deities - are few compared to other gods your Draconic Blessing. If you choose Tiamat as your deity,
but inspire fear and awe from many. Their followers are then you must choose a chromatic (black, blue, green, red,
mighty dragons or more humanoid servants such as or white) dragon for your Draconic Blessing.
dragonborn, kobolds, half dragons, or others that revere the When you deal damage of the type associated with your
legendary dragon gods. In particular, Bahamut and Tiamat Draconic Blessing to other creatures, you can choose a
both have a strong following of non-draconic worshippers. number of them equal to your proficiency bonus. The
Devotees of the Platinum Dragon, king of metallic dragons, chosen creatures automatically succeed on their saving
spread their god's ideals of justice, compassion, and throws against it (if any), and suffer no damage from it.
goodness. Meanwhile, worshippers of the evil Dragon Additionally, when you deal damage with a domain spell,
Queen, mother of chromatic dragons, revel in her greed and you can change the damage type to the one associated with
need to elevate dragons above all others. Clerics of the your chosen Draconic Blessing.
dragon gods glorify the power of dragons, while seeking to You can read, write, and speak Draconic. Whenever you
assist and protect those dragons who are aligned with their make a Charisma check when interacting with dragons,
dragon god. your proficiency bonus is doubled if it applies to the check.
Domain Spells
You gain domain spells at the cleric levels listed in the
Dragon Domain Spells table. See the Divine Domain class NOTE: When playing as a half gold dragon, and your
feature for how domain spells work. Reserved Companion trait causes fire damage you deal
to become radiant damage against fiends and undead
Dragon Domain Spells creatures instead, then this radiant damage retains all
the benefits that would come with dealing fire damage.
Cleric Level Spells
1st absorb elements, heroism
3rd dragon's breath, see invisibility
5th fireball, fly
7th elemental bane, stoneskin
9th cone of cold, dominate person

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Draconic Blessing
From 1st level, your god bestows you with the blessing of
one of its draconic children. You must choose a dragon
from the Draconic Blessing table. The damage type and
breath weapon associated with each dragon is used by
features you gain later.
Draconic Blessing
Dragon Damage Type Breath Weapon
Black Acid 10 by 60 ft. line (Dex. Save)
Blue Lightning 10 by 60 ft. line (Dex. Save)
Brass Fire 10 by 60 ft. line (Dex. Save)
Bronze Lightning 10 by 60 ft. line (Dex. Save)
Copper Acid 10 by 60 ft. line (Dex. Save)
Gold Fire 30 ft. cone (Dex. Save)
Green Poison 30 ft. cone (Con. Save)
Red Fire 30 ft. cone (Dex. Save)
Silver Cold 30 ft. cone (Con. Save)
White Cold 30 ft. cone (Con. Save)

24
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 rewards you with the fabled
protection of their draconic children, granting you
the following benefits:
You gain resistance to the damage type of your
Draconic Blessing. If you already have resistance
to that type from another source, then you can
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, you can unleash a true dragon's roar
that terrifies your enemies and inspires your allies.
As an action, choose any creatures that you can see
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.
Additionally, all friendly creatures within 30
feet of you can make their next attack roll with
advantage (within the next minute) or
immediately make a saving throw against
one effect on themselves, 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. A creature that becomes immune
against your true dragon's roar or terrifying presence
becomes immune against both effects.
Swordclaw sickles that you wield yourself gain the
Scalykind Domain magical attributes of one magic melee weapon that you are
Commonly known as Lizard Priests, these clerics are attuned to. You decide which weapon after finishing a short
exclusively lizardfolk, but unlike most lizardfolk venerate or long rest. A swordclaw sickle counts as spellcasting
their ancestors and follow a code of honor. Lizardfolk are focus for you.
generally regarded as a pragmatic people, the exception to You can only have up to two swordclaw sickles created at
this however are the more civilized variants of the the same time. When you create an additional one, you
Sharptooth lizardfolk. These Sharptooth lizardfolk adorn must choose which existing swordclaw sickle disappears.
themselves with feathers as a sign of respect to the
dragons, as they call their ancestors. And in some cases Primeval Fury
their ancestors answer back to grant a select few their At 1st level, you know the magic fang cantrip (page 64), and
divine power. when you cast it on yourself it doesn't require
Lizard Priests do not worship a god in the traditional concentration.
sense, like other clerics do, but instead worship the When you engage in two-weapon fighting, you can treat
collective of all the ancestors who came before them. Some your main and off-hand claws as light melee weapons you
more primal and powerful than others. They answer their are holding. These natural weapons deal 1d4 slashing
prayers, and function like any other god would. Granting damage.
them their strength, and sometimes even the form of one of Starting at 5th level, when you engage in two-weapon
their mighty "dragon" ancestors. Their holy symbol fighting, you can add your ability modifier to the damage of
references their ancestors, and it's appearance is varied and the second attack (if you do not already do so).
depends on the lizardfolk's tribe. Their ancestors forbid Starting at 11th level, when you engage in two-weapon
them from summoning undead creatures, except when fighting, you can make one additional attack.
summoning one of their forebears.
They refer in their traditional tongue to their ancestors as Channel Divinity:
dragons, but after adventuring they often find that the term
ancestors is more appropriate, as the other races tend to Dragontooth Warrior
make strong distinguishes between true dragons and what Starting at 2nd level, as an action you can use your Channel
they call "dinosaurs". Divinity to create a physical body for your forebears. Doing
Restriction: Lizardfolk only so allows you to summon a Dragontooth Warrior, a sacred
Only the wisest lizardfolk will receive the calling of their skeleton lizardfolk. The Dragontooth Warrior is friendly to
reptilian ancestors, and tribes guard the secret of this art you and your companions and obeys your commands. See
with their lives. Your DM can lift this restriction at their its game statistics in the Dragontooth Warrior stat block,
discretion. which uses your proficiency bonus (PB) in several places. In
combat, the Dragontooth Warrior shares your initiative
Domain Spells count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only action it
You gain domain spells at the cleric levels listed in the takes on its turn is the Dodge action, unless you take a
Scalykind Domain Spells table. See the Divine Domain bonus action on your turn to command it to take another
class feature for how domain spells work. action. That action can be one in its stat
block or some other action. If you are
Scalykind Domain Spells incapacitated, the Dragontooth Warrior
Cleric Level Spells can take any action of its choice, not just
1st cure wounds, divine favor Dodge. The Dragontooth Warrior remains
for 1 hour, until it is reduced to 0 hit
3rd blur, enlarge/reduce points, or until you summon a new
5th fear, haste Dragontooth Warrior. If it is reduced to
7th dominate beast, freedom of movement 0 hit points, you cannot summon a new
Warrior until 1 minute has passed.
9th commune with nature, hold monster You can equip your Warrior with a
swordclaw sickle, but only one. You
Swordclaw can imbue one of your dragon teeth
At 1st level, you harvest the teeth of predatory beasts during when summoning your Warrior to
your adventures, especially of your distant scaled kin, and immediately equip it with one. It
you carry a number of such teeth for use in ritual magic. can use it to defend you or
As a bonus action, you can imbue one or two of these your allies.
"dragon teeth" with your magic, and cause them to
transform into razor-sharp swordclaw sickles. These sickles
are magical weapons and deal 1d8 slashing damage instead
of the standard damage for a sickle. After ten minutes, they
turn back into dragon teeth. You can use this feature to
transform a number of teeth equal to your Wisdom
modifier, and regain all expended uses upon finishing a
short or long rest.
Creatures that make an attack roll with this sickle can
roll a d4 and add the number rolled to the attack roll.

26
Lizard King
Dragontooth Warrior Starting at 17th level, you finally achieve the long awaited
transformation you were promised, taking the form of one
Medium undead, neutral
of your mighty ancestors. The "dragon" form is a little
Armor Class 13 (natural armor)
different from what you imagined, but no less deadly.
Hit Points five times your cleric level
As a bonus action, you can transform into a dinosaur with
Speed 30 ft. the statistics of a spinosaurus (page 31). Your game
statistics, except your mental ability scores, are replaced by
the statistics of the spinosaurus. You retain your alignment
STR DEX CON INT WIS CHA and personality. You assume the hit points of your new
14 (+2) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 11 (+0)
form. You can revert to your normal form as a bonus action,
and you automatically revert to your normal form if your hit
points are reduced to 0. When you revert to your normal
Saving Throws Str +2 plus PB, Con +2 plus PB, Wis
+2 plus PB
form, you return to the number of hit points you had before
Vulnerabilities bludgeoning
you transformed. If you revert as a result of dropping to 0
Damage Immunities poison hit points, any excess damage carries over to your normal
Condition Immunities exhaustion, poisoned form. As long as the excess damage doesn't reduce your
Senses darkvision 60 Ft., passive Perception 10 normal form to 0 hit points, you aren't knocked
plus PB unconscious. While in your dinosaur form, you can't wield
weapons, nor can you use your class features, but you can
Defender. While the Dragontooth Warrior is wielding a issue commands. You can't cast spells while in this form,
swordclaw sickle, when another creature within 5 feet but you can maintain concentration on existing spells. This
of it is targeted by an attack, it can use its reaction to form grants you superior camouflage; while you are at least
impose disadvantage on the attack roll. lightly obscured by natural phenomena (such as foliage or
mist), you can take the Hide action as a bonus action, and
Actions (Requires your Bonus Action) you have advantage on Dexterity (Stealth) checks. You have
advantage on attack rolls against surprised creatures. You
Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5
ft., one target. Hit: 1d6 plus PB piercing damage.
can only speak Draconic while transformed, as this
form's anatomy prevents you from speaking any other
Swordclaw Sickle (requires equipped Swordclaw sickle). language. After losing this form, you can transform
Melee Weapon Attack: +2 +1d4 plus PB to hit, reach 5 this way again after finishing a long rest.
ft., one target. Hit: 1d8 plus PB slashing damage. Your primeval magic also causes you to age more
slowly. For every 10 years that pass, your body
ages only 1 year.
Dragon Tooth Mastery
At 6th level, you have achieved mastery in creating dragon
teeth as well as communing with your ancestor spirits to
grant them the vigor they had in life. When you create a
Dragontooth Warrior, it gains the following benefits:
When you use your bonus action to make a melee
weapon attack, you can command your Dragontooth
Warrior to make a single attack with one of its weapons
instead of taking the Dodge action.
While wielding a swordclaw sickle, your Dragontooth
Warrior can use its reaction or yours to protect another
creature with its Defender trait, provided your
Dragontooth Warrior is within your line of sight.
In addition, while wielding a swordclaw sickle in both your
main and off-hand, attack rolls you make with your sword-
claw sickles will score a critical hit on a roll of 19 or 20.
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 same type
dealt by the weapon to the target. When
you reach 14th level, the extra damage
increases to 2d8.

27
Frightful Transformation
Circle of the Dragon Starting at 6th level, when you use your Wild Shape, each
Druids of the Circle of the Dragon devote themselves to the creature of your choice within 30 feet of you must make a
natural balance of all dragons, good and evil, as dragons are Wisdom saving throw against your druid spell save DC or
an integral part of the world. Some are fanatics obsessed become frightened for 1 minute. A creature can repeat the
with obtaining draconic power, while others worship beings saving throw at the end of each of its turns, ending the
such as Bahamut or Tiamat in a quest to gain a divine effect on itself on a success. If a creature's saving throw is
ascension. Wherever they go, these druids bear with them a successful or the effect ends for it, then it becomes immune
flaming passion and extraordinary pride. to your Frightful Transformation for the next 24 hours.
In addition, while in your Wild Shape, you can replace
Emissary of the Dragons the DC of your breath weapon with your druid spell save
At 2nd level you have learned to speak, read and write DC, provided the breath weapon deals damage.
Draconic. Additionally, whenever you make a Charisma
check when interacting with dragons, your proficiency Wild Draconic Form
bonus is doubled if it applies to the check. While you can At 10th level, you can expend two uses of Wild Shape at the
see a dragon, or you are in your Wild Shape, you have same time to change into a druidic dragon. When you do so,
advantage on saving throws against being charmed or choose an elemental type from the Elemental Essence
frightened. table.
While you remain motionless as a druidic dragon, you do
Circle Forms not age, and any temporary effects on you (such as your
The rites of your circle grant you the ability to transform Wild Shape) do not further expire. While motionless, you
into the most feared creatures in all the realms. Starting at must use this feature again after finishing a rest to remain
2nd level, you can use your Wild Shape to transform into a in this form. You do not require food or water while in this
dragon with a challenge rating as high as 1, ignoring the form.
max CR column of the Beast Shapes table. This includes
dragons you have not seen before. Additionally, you can Elemental Essence
transform into a dragon that has movement speeds from Damage Type Breath Weapon
the Limitations column of the Beast Shapes table, but you Acid 10 by 90 ft. line (Dex. save)
cannot use those movement speeds until you’ve reached the
appropriate druid levels shown on the table. You lose your Lightning 10 by 90 ft. line (Dex. save)
burrow speed (if any). Poison 60 ft. cone (Con. save)
Starting at 6th level, you can transform into a dragon with Fire 60 ft. cone (Dex. save)
a challenge rating as high as your druid level divided by 3,
rounded down. Cold 60 ft. cone (Con. save)

Druidic Dragon Siege Monster. The druidic dragon deals double damage to
objects and structures.
Huge elemental, unaligned
Actions
Armor Class 17 (natural armor) Multiattack. The druidic dragon makes three attacks: one
Hit Points equal to eight times your druid level with its bite and two with its claws.
Speed 40 ft., fly 80 ft., swim 40 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 12 (2d10 + 5) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 11 (+0) 18 (+4) 12 (+1) 20 (+5) 17 (+3) target. Hit: 10 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one
Skills Perception +8, Stealth +3 target. Hit: 12 (2d8 + 5) bludgeoning damage.
Damage Immunities acid, cold, fire, lightning, or Breath Weapon (Recharge 5-6). The druidic dragon exhales
poison (determined by your chosen elemental destructive energy. Each creature in the area of exhalation
essence) must make a saving throw, the type of which is determined
Senses blindsight 60 ft., darkvision 120 ft., passive by your chosen elemental essence, against your druid spell
Perception 18 save DC. A creature takes 35 (10d6) damage of your
Languages Common, Draconic, Primordial chosen type on a failed save, or half as much damage on a
Challenge 5 (1,800 XP) successful one.

Environmental Camouflage. While the druidic dragon remains


Reactions
motionless with its limbs and appendages tucked close to Frightful Reveal. When a creature that is unaware of the
its body, it resembles a natural formation. A creature within druidic dragon's presence is within 30 feet of it, the druidic
30 feet of it can discern its true nature with a successful dragon can use its reaction to frightfully reveal itself in its
Intelligence (Nature) check against your druid spell save DC. true nature. Each creature of its choice within 30 feet of it
must make a Wisdom saving throw against your druid spell
Empowered Attacks. The druidic dragon’s attacks count as save DC or become frightened for 1 minute.
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

28
Druidic Dragon Wings Dragons by Challenge Rating (up to CR 6)
At 14th level, you gain the ability to sprout a pair of druidic Challenge
dragon wings from your back, gaining a flying speed equal Rating Dragon(s)
to your current speed. You can create these wings as a
bonus action on your turn. They last until you dismiss them 1
Brass Dragon Wyrmling, Copper Dragon
as a bonus action on your turn. Your clothes and armor are Wyrmling, Faerie Dragon (Younger)
magically changed to accommodate them. Black Dragon Wyrmling, Bronze Dragon
In addition, those who fail their saving throws against Wyrmling, Black Guard Drake, Blue Guard Drake,
your Frightful Transformation feature or your druidic Bronze Dragon Wyrm-ling, Faerie Dragon
dragon's Frightful Reveal ability also become paralyzed 2 (Older), Green Dragon Wyrmling, Green Guard
until the end of your next turn, as they are gripped by fear. Drake, Red Guard Drake, Silver Dragon
Wyrmling, White Dragon Wyrmling, White
Guard Drake
3 Blue Dragon Wyrmling, Gold Dragon Wyrmling
Variant Half Green Dragon: Some half green dragons are 4 Red Dragon Wyrmling
more in touch with the natural world, and can Green Shadow Dragon Wyrmling (Monster
exchange their +1 Intelligence and +1 Charisma ability 5
Manual page 84 and 95)
score increases with a +2 Wisdom score increase
instead. Their Gifted Trickster trait uses Wisdom as the Wyvern, Young Brass Dragon, Young White
spellcasting ability for the trait's disguise self spell.
6
Dragon

Credits
Created by PosTavern, and added as a collaboration.
You must maintain concentration on this, as if you were
Circle of Savagery concentrating on a spell, or the creature disappears. You
While the more civilized sharptooth lizardfolk are famous can use this feature while in your wild shape form if you
for venerating their ancestors, most lizardfolk tribes are have shifted into a dinosaur. Your summoned Nature's Ally
more pragmatic and don't see the practical advantage of remains until you lose concentration, until its hit points are
such a tradition. However, these tribes do possess many reduced to 0, or until you finish a short or long rest. After
powerful druidic spellcasters, many of whom are part of a you summon your Nature's Ally, you cannot summon it
secretive druidic circle; the Circle of Savagery. These again until you finish a short or long rest. It is friendly to
lizardfolk druids carry within their blood, whether by you and your allies.
heritage or ceremony, the memories of the ancient "terrible
lizards", the dinosaurs. Through this they are able to Primal Strikes
summon the spirits of these terrifying creatures, or At 6th level, your natural weapons and those of your
transform into one outright. Nature's Ally count as magical for the purpose of
These summoned allies of nature look just like their overcoming resistance and immunity to nonmagical attacks
ancient selves, and can also bleed and suffer pain. However, and damage.
once it dies, or the druid loses its concentration, it vanishes.
Unlike the more civilized sharptooth tribes, they don't Dreadful Wild Shape
gain their divine powers through the veneration of their
"dragon" ancestors, nor are they able to take their form. Beginning at 10th level, you can expend two uses of your
Instead they use their druidic powers to draw upon the Wild Shape at once to transform into a dinosaur with a CR
memories of their ancestors to summon and transform into equal to your Druid level divided by 2, rounded down.
prehistoric beasts. You have advantage on Constitution saving throws that
you make to maintain your concentration on your Nature's
Restriction: Lizardfolk Only Ally.
Only lizardfolk can choose this druid circle, though your
DM can lift this restriction to better suit the campaign. The Adaptation
pragmatic lizardfolk druids are able to summon and turn Starting at 14th level, your body is permanently enhanced
into the powerful beasts whom their ancestors lived among. by the ancient creatures whose power you draw upon. Both
Lizardfolk druids that choose this druid circle gain the you and your Nature's Ally gain the following benefits:
following benefits:
You gain darkvision with a range of 60 feet.
Ancient Wild Forms You gain a climbing and swimming speed equal to your
At 2nd level, you can use your Wild Shape to take the form walking speed, and you can hold your breath for 1 hour.
of any reptilian beast or dinosaur with a CR as high as 1. You gain advantage on Wisdom (Perception) checks that
You ignore the max CR column of the Beast Shapes table, rely on smell.
but must abide by all other limitations. Your speed increases by an additional 10 feet.
Dinosaur forms can be found on page 79 of the Monster
Manual and on page 139 of Volo's Guide to Monsters. You
do not need to have seen the dinosaurs before in order to
Wild Shape into them, as their memory flows in your veins.
However, the ability to Wild Shape into these powerful
forms is not without cost. Your ability to Wild Shape is now
restricted to dinosaurs and their descendants; birds and
reptiles. Examples of avian and reptilian beasts from the
Monster Manual include crocodiles, snakes and vultures.
Starting at 6th level, you can transform into a dinosaur
with a challenge rating as high as your Druid level divided
by 3, rounded down.
Summon Nature's Ally
At 2nd level, as an action, you can use a spell slot to
conjure a dinosaur with a CR equal to the level of
the spell slot used minus 1 (minimum of 1/2) or
lower. It appears in an unoccupied space
within 60 feet of you. The dinosaur shares
your initiative count, but it takes its turn
immediately after yours. The only action it
takes on its turn is the Dodge
action, unless you take a
bonus action on your turn to
command it to take one of the actions in its
stat block or to take the Dash, Disengage, Help or Hide
action. You don't require any actions to move your Nature's
Ally on its own turn. If one of its special traits would
require a bonus action, it can use its own.

30
Additional Dinosaurs
These dinosaurs are in addition to the ones found on page Dilophosaurus
79 of the Monster Manual and on page 139 of Volo's Guide Small beast, unaligned
to Monsters, and most can also be chosen by Circle of
Savagery druids, provided they have the required level. Armor Class 13 (natural armor)
Hit Points 19 (3d6 + 6)
Speed 40 ft.

Albertosaurus
Large beast, unaligned STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
Armor Class 13 (natural armor)
Hit Points 95 (10d10 + 40) Skills Perception +3, Stealth +6
Speed 50 ft. Senses passive Perception 13
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Actions
21 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 7 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d4 + 3 piercing damage, and the target
Skills Perception +5 must make a DC 12 Constitution saving throw, taking
Senses passive Perception 15 3d6 poison damage on a failed safe, and half as much
Challenge 7 (2900 XP) damage on a successful one.

Poison Spray (Recharge 6). The dilophosaurus spits


Actions poison in a 30 feet long line that is 5 feet wide. Each
Multiattack. The albertosaurus makes two attacks: one creature in that line must make a DC 13 Dexterity
with its bite and one with its tail. It can't make both saving throw, taking 3d6 poison damage on a failed
attacks against the same target. save, and half as much damage on a successful one.
Those that fail this saving throw are also blinded until
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one the end of their next turn.
target. Hit: 26 (4d10 + 5) piercing damage, and if the
target is a Medium or smaller creature, it is grappled
(escape DC 15). Until this grapple ends, the target is
restrained, and the albertosaurus can't bite another
target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one Spinosaurus
target. Hit: 15 (3d6 + 5) bludgeoning damage. Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 114 (12d12 + 36)
Speed 50 ft., swim 40 ft.
Diplodocus
Gargantuan beast, unaligned STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 9 (-1)
Armor Class 15 (natural armor)
Hit Points 162 (12d20 + 36) Skills Perception +4, Stealth +4
Speed 30 ft. Senses passive Perception 14
Challenge 8 (3900 XP)
STR DEX CON INT WIS CHA
Hold Breath. The Spinosaurus can hold its breath for 1
25 (+7) 9 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2) hour.

Senses passive Perception 11 Actions


Challenge 7 (2900 XP) Multiattack. The spinosaurus makes two attacks with its
claws. If both attacks hit the same target, the
Actions spinosaurus can make a bite attack against it.
Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
one target. Hit: 39 (8d8 + 7) bludgeoning damage. target. Hit: 26 (3d12 + 7) piercing damage, and if the
Target must make a DC 16 Strength save or be knocked target is a Medium or smaller creature, it is grappled
prone. (escape DC 17). Until this grapple ends, the target is
restrained, and the spinosaurus can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one
target. Hit: 47 (10d8 + 7) bludgeoning damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 23 (3d10 + 7) slashing damage.

31
Dire Spinosaurus
These gargantuan beasts are bred by the more civilized
Styracosaurus lizardfolk tribes as beasts of war. These tribes will use
triceratops as shock cavalry, but it is the dire spinosaurus
Large beast, unaligned
that ultimately breaks their foes, and tears down their
cities. These war beasts are heavily sought after by other
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
lizardfolk tribes, and reared ones are sold for a hefty price.
Speed 50 ft.
An adult dire spinosaurus is 70 feet long and weighs 35,000
pounds or more. These land and riverine predators are
capable of carrying a platoon of lizardfolk long distances on
STR DEX CON INT WIS CHA raids. Often called a river king or river dragon, they are
worshiped by bullywugs and other primitive humanoids.
22 (+6) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 6 (-2) Riding a dire spinosaurus requires an exotic saddle, riding
platform, or howdah. These must be specially modified for
Senses passive Perception 11 its spines. It usually walks on all fours, but can walk more
Challenge 6 (2300 XP) upright to attack with its lethal claws. Their eggs are worth
as much as 2,000 gp a piece; live young are worth twice
Herd Tactics. The styracosaurus has advantage on an
attack roll against a creature if at least one of its allies is
that. Rearing one requires patience, and a skilled lizardfolk
within 5 feet of the creature and the ally isn't handler.
incapacitated. When it has advantage on an attack roll, it
can forgo the advantage to make an additional attack
with the same natural weapon.
Trampling Charge. If the styracosaurus moves at least 20
Spinosaurus, dire
feet straight toward a creature and then hits it with a Gargantuan beast, unaligned
gore attack on the same turn, that target must succeed
on a DC 13 Strength saving throw or be knocked prone.
Armor Class 15 (natural armor)
If the target is prone, the styracosaurus can make one
stomp attack against it as a bonus action
Hit Points 231 (14d20 + 84)
Speed 60 ft., swim 50 ft.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 24 (4d8 + 6) piercing damage.
27 (+8) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 9 (-1)
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
prone target. Hit: 22 (3d10 + 6) bludgeoning damage.
Skills Perception +6
Senses passive Perception 16
Challenge 12 (8400 XP)

Hold Breath. The spinosaurus can hold its breath for 1


Velociraptor, dire hour.

Small beast, unaligned Frightful Presence. Each creature of the spinosaurus’


choice that is within 120 feet of the spinosaurus and
aware of it must succeed on a DC 18 Wisdom saving
Armor Class 13 (natural armor) throw or become frightened for 1 minute. A frightened
Hit Points 18 (4d6 + 4) creature repeats the saving throw at the end of each of
Speed 50 ft. 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 spinosaurus’
STR DEX CON INT WIS CHA Frightful Presence for the next 24 hours.
10 (+0) 15 (+2) 12 (+1) 4 (-3) 12 (+1) 6 (-2) Siege Attacker. The spinosaurus deals double damage to
objects and structures.
Skills Perception +3, Stealth +5 Tamed. The spinosaurus will never willingly attack any
Senses passive Perception 13 lizardfolk, and if forced or magically compelled to do so,
Challenge 1/2 (100 XP) it suffers disadvantage on its attack rolls. Up to twelve
Medium or four Large creatures can ride the
Pack Tactics. The velociraptor has advantage on an attack spinosaurus.
roll against a creature if at least one of its allies is within
5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The spinosaurus makes two attacks with its
Actions claws, and one with its bite. If both claws hit the same
target, it can make an additional bite attack against it.
Multiattack. The velociraptor makes a bite and a claw
attack. Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one
target. Hit: 34 (4d12 + 8) piercing damage, and if the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target is a Huge or smaller creature, it is grappled
target. Hit: 1d6 + 2 piercing damage. (escape DC 18). Until this grapple ends, the target is
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one restrained, and the spinosaurus can't bite another target.
target. Hit: 1d6 + 2 slashing damage. Claw. Melee Weapon Attack: +13 to hit, reach 20 ft.,
one target. Hit: 30 (4d10 + 8) slashing damage.

32
Once you use this feature, you can’t use it again until you
Purple Dragon Knight finish a short or long rest.
Purple Dragon Knights are warriors of the Order of the Rousing Commands
Purple Dragons. Pledged to protect the crown, they take the By the time you reach 10th level, the directives you give
fight against evil beyond the kingdom's borders. They are your allies stir them to greater action. When you use your
tasked with wandering the land as knights errant, relying Battlefield Commander feature, the creature you command
on their judgment, bravery, and fidelity to guide them in gains an additional benefit, depending on which course of
defeating evildoers. Their name comes from Thauglor, an action you order it to take.
ancient black dragon whose scales faded from ebony to
violet as it matured. Push the Advantage: It gains advantage on the attack
A Purple Dragon Knight inspires greatness in others by roll, and it adds your Charisma modifier (minimum of 1)
committing brave deeds in battle. The mere presence of a to the damage roll.
knight in a hamlet is enough to cause some orcs and Tactical Retreat: It ignores any reduction to its speed,
bandits to seek easier prey. A lone knight is a skilled and it is immune to the frightened, grappled, and
warrior, but a knight leading a band of allies can transform restrained conditions until the start of your next turn.
even the most poorly equipped militia into a ferocious Utmost Caution: It has advantage on all saving throws,
warband. instead of just Dexterity.
A knight prefers to lead through deeds, not words. As a
knight spearheads an attack, the knight's actions can You can now use the Battlefield Commander feature a
awaken reserves of courage and conviction in allies that number of times equal to your proficiency bonus.
they never suspected they had. Challenging Oath
Restriction: Knighthood Beginning at 15th level, you can issue a challenge against a
Purple Dragon Knights are tied to a specific order of creature within 60 feet of you as a bonus action, as you
Cormyrean knighthood. This restriction exists for the swear an oath to take this foe down, provided that it can see
Forgotten Realms. It might not apply to your DM's setting or hear you. For 1 minute or until you lose consciousness,
or their version of the Realms. Your DM can lift this the target has disadvantage on attack rolls against
restriction, and rename this subclass to Banneret. creatures other than you, and your attack rolls against the
target have advantage and will score a critical hit on a roll
Battlefield Commander of 19 or 20.
When you choose this archetype at 3rd level, you learn how Once you use this feature, you can’t use it again until you
to command your allies on the battlefield, allowing them to finish a long rest.
move in coordination with your words. You can use a bonus
action to give an order to another creature within 60 feet of Unfalling Legion
you that can hear you, though it must use its reaction to Starting at 18th level, your presence is so inspiring that it
gain the order's benefit. can bring people back from the brink of death. When you or
a creature within 60 feet of you is reduced to 0 hit points
Push the Advantage: The creature makes one weapon but not killed outright, you can use your reaction to cause
attack. It ignores disadvantage on this attack roll. them to drop to 1 hit point instead, provided they can see or
Tactical Retreat: The creature moves up to its speed. hear you.
This movement doesn't provoke opportunity attacks. Once a creature has benefitted from this feature, they
Utmost Caution: The creature gains the benefit of the cannot do so again until they finish a long rest.
Dodge action until the start of your next turn.
You can use this feature three times. You regain all
expended uses of it when you finish a short or long rest.
Royal Envoy
A Purple Dragon Knight serves as an envoy of the
Cormyrean crown. Knights of high standing are expected to
conduct themselves with grace.
At 3rd level, you gain proficiency in one of the following
skills of your choice: Animal Handling, Insight,
Intimidation, Performance, or Persuasion.
Rallying Cry
When you reach 7th level, you learn how to inspire your
allies to fight on past their injuries.
As a bonus action, you can cause up to three creatures of
your choice within 60 feet of you to regain hit points equal
to 1d6 + your fighter level, provided that the creatures can
see or hear you. You can also choose yourself with this
feature.
Those who use your scrolls can use these values or their
Supply Specialist own, whichever is higher.
The Supply Specialist is a fighter that focuses less on their You gain scroll slots as you level up in this class, allowing
own martial prowess, and more on how they can enable the you to create a temporary scroll for each slot. When you
other members of their adventuring party to rise to their finish a long rest, you can spend 10 minutes with
fullest potential. Through the use of potions and magical parchment, quill, and ink to create temporary spell scrolls
scrolls, they ensure that their allies are always prepared to for all your available scroll slots, each containing one spell
face whatever challenge they come across. This subclass is you have learned. If the spell has a lower spell level than the
popular among kobolds due to their affinity for teamwork, scroll, then it will be cast as a higher level spell. Additionally,
as well as their desire to aid their "dragon" allies to the best if the scroll's spell has a material component cost, then you
of their abilities. must use those materials when creating the scroll. Each
temporary scroll only contains the spell until you have
Potion Master finished a long rest.
When you select this Martial Archetype at 3rd level, you Spells known, scroll slots and spell level
create a number of lesser potions equal to your proficiency (based on Fighter level)
bonus at the end of every long rest. You can select any of the Fighter Spells Scroll Spell
potions from the Lesser Potions list, as long as you meet level known slots level
the level prerequisite. Additional types of lesser potions 3rd 3 1 1st
become available at 7th, 10th, and 15th level. The lesser
potions described in this class are temporary potions, and 4th 4 1 1st
function differently from regular potions. Creatures can 5th 4 2 1st
only be under the effect of one lesser potion at a time. 6th 4 2 1st
Consuming a new lesser potion immediately ends any
current lesser potion effects with a duration longer than 7th 5 2 2nd
instantaneous. These lesser potions lose their potency and 8th 6 2 2nd
expire after 24 hours. 9th 6 2 2nd
Lesser potions can be distributed to the party at any point
during the adventuring day, and can be consumed as an 10th 7 3 2nd
action. You can use your action to drink a potion yourself, or 11th 8 3 2nd
administer it to a friendly creature within 5 feet of you. 12th 8 3 2nd
If the lesser potion has a choice of effects, then you must 13th 9 3 3rd
choose which effect upon creation. However, you can
quickly change that choice as an object interaction on your 14th 10 3 3rd
turn by adding minor ingredients, before it is consumed. 15th 10 4 3rd
You gain proficiency with the Herbalism Kit, which 16th 11 4 3rd
allows you to create potions of healing with the rules in
Xanathar's guide to everything (page 130). In addition, you 17th 11 4 3rd
count as one size category larger when determining your 18th 11 4 3rd
carrying capacity. 19th 12 4 4th
Infuse Scrolls 20th 13 4 4th

In order to help your allies you have vigorously studied the


basics of magic as well as the art of writing scrolls. At 3rd
level you can create temporary scrolls to aid your allies.
Unlike most magic users you are not able to cast regular
spells, but instead you can infuse your known spells into
temporary scrolls, which can be used to cast the spells
with. The scroll's spell level is determined by your Fighter
level. At 3rd level you learn three 1st-level wizard spells of
your choice, and as you gain levels in this subclass you
learn additional wizard spells of your choice. These spells
must be of a spell level equal to or lower than the Spell level
of your scroll, as shown on the Scroll table. Each time you
level up you can exchange one known spell for a different
one.
You use your Intelligence whenever a spell on one of your
scrolls refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving
throw DC of your scrolls and when making a spell attack
roll with one:
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
34
You can give these scrolls to allies, who can use them like
they would use normal scrolls, provided they can cast 1st Quartermaster
level or higher spells. Remarkably, due to your innate talent At 18th level, your close work with your supplies has
at writing scrolls, the usage of these special spell scrolls is toughened your body and soul to a point only few have
not restricted by class spell lists, nor available spell levels. reached. Starting at 18th level your Constitution score is
You can give a scroll to a friendly creature within 5 feet of increased by 2, and your maximum Constitution score is 22.
you as an action. Additionally, you are always under the effect of one lesser
You can also attempt to use these scrolls yourself, but potion of your choice. The lesser potion must have a
when you do you must make an Intelligence check to duration longer than instantaneous. You can change this
determine whether you cast it successfully. The DC equals effect at the end of a short or long rest. If the effect has a
10 + the spell’s level. On a failed check, the spell disappears choice of effects, then you can also change this choice at the
from the scroll with no other effect. If there is an ally within end of a short or long rest.
10 feet of you who can cast 1st level or higher spells, then it
can choose to use its reaction to grant you advantage on Lesser Potions
this roll. Detailed below are the lesser potions available to the
You can also use normal scrolls, without being restricted Supply Specialist fighter, they are presented in alphabetical
by class spell lists or available spell levels. However, you order.
follow the same rules as if you were attempting to use one Lesser Adrenaline Potion.
of your own temporary scrolls. Prerequisite 15th level (duration, instantaneous)
This potion shocks the adventurer's system back to life,
Combat Assistant provided they died within the last minute. They regain hit
Beginning at 7th level, you can use a bonus action on your points equal to your fighter level and can immediately take
turn to take one of the following special actions: one action. When a creature consumes this potion they
immediately gain one level of exhaustion.
Aid. You can administer a single potion to yourself or a Lesser Berserker Potion.
friendly creature within 5 feet of you, granting the Prerequisite 15th level (duration, 1 hour)
friendly creature its effect. When consumed, this potion allows the adventurer to push
Arm and Restock. You can give a friendly creature beyond the limits of normal mortals. While under the
within 15 feet of you any amount of ranged ammunition effects of this potion you do not fall unconscious when you
and a weapon you are carrying. They can equip the new drop to 0 hit points. However, you still continue to make
weapon and stow any weapon or item they are currently death saving throws, but at disadvantage.
carrying without spending any actions. Lesser Warding Potion.
Handyman. You can use the Use an Object action. Prerequisite 7th level (duration, 1 minute)
Here. You can give an item, such as a potion or a scroll, When consumed, this potion wards the adventurer's body.
to a friendly creature within 15 feet of you. They gain resistance to your choice of acid, cold, fire,
poison, lightning, thunder, force, necrotic, psychic, or
Additionally, when creating potions of healing with the radiant damage for the duration (your choice).
rules in Xanathar's guide to everything (page 130), you can Improved Potion: Effect duration increases to 1 hour.
reduce the time spend and gold required by one step. For Lesser Healing Potion.
example, you can create a potion of greater healing within 1 (duration, instantaneous)
day at the cost of 25 gp. You can create potions while When consumed, this potion soothes the weary adventurer.
adventuring, provided you have the herbalism kit on hand. They regain hit points equal to 1d6 + your fighter level.
As part of a long rest, you can work on a single potion, Improved Potion: hit points regained increases to 2d6 +
which counts as if you had spend 1 day working on it. your fighter level.
Lesser Heightening Potion.
Improved Potions Prerequisite 7th level (duration, 1 minute)
At 10th level, you've greatly improved the process of When this potion is consumed, the adventurer's abilities
supplying an adventuring party. You now prepare the become heightened. They gain advantage on your choice of
improved version of each of your lesser potions at the end Strength, Constitution, Dexterity, Intelligence, Wisdom, or
of every long rest. Charisma checks and saving throws for the duration.
Your improvements to your potions have made them Improved Potion: Effect duration increases to 1 hour.
much smaller, without losing any of their potency. Potions Lesser Limbering Potion.
you have made yourself (lesser and regular) can now be (duration, 1 hour)
consumed as a bonus action by friendly creatures. When consumed, this potion enhanced the muscles of the
adventurer. Their speed is increased by 10 feet.
Resourceful Improved Potion: Their speed is increased by 20 feet.
Lesser Tenacious Potion.
Beginning at 15th level, you're always ready to support Prerequisite 10th level (duration, 1 minute)
those who travel with you. If you begin combat with no When consumed, this potion increases the adventurer's grit.
lesser potions prepared, you can scrounge around in your They are immune to either charm, fear, or paralyzed effects
supplies, and prepare one lesser potion of your choice. for the duration (your choice).
Additionally, once per day after finishing a short rest, you Improved Potion: Effect duration increases to one hour.
can regain one spell scroll that you prepared this long rest.

35
Way of the Dragon Turtle Snap Dragon
Monks who favors tenacious stances and heavy strikes At 6th level, you can react with clasping strength on your
more than nimble evasion and rapid blows are often trained foes. When a creature misses you with a melee attack or
in the Way of the Dragon Turtle. Ominous strength and provokes an opportunity attack from you, you can use your
appropriate balance coalesce to both apply and contain reaction to make a grapple check against them.
enormous force. Recognized for their impressive physiques Immediately after you have successfully grappled a
and unmatched endurance; these martial artists are well creature, or as a bonus action on your turn, you can spend 1
known for being kind hearted and eager to help others. ki point to throw a creature you are grappling. The target
These monks believe that every jar of water delivered, and must make a Strength saving throw against your ki save
every tree trunk carried, is time spent training. DC. On a failure, the creature is thrown up to 10 feet in a
direction of your choice, takes damage equal to your Martial
Variant: Stability over Agility Arts die, has its speed reduced to 0 until the beginning of its
Some monks favor strength over agility. To reflect this, you next turn, and is knocked prone. Any additional damage the
can choose to use this variant with your DM's permission. creature takes from colliding with an environmental hazard
Using this variant, all mentions of your character's (for example a pit, a trap, or a weapon's rack) is doubled. On
Dexterity score or modifier in the Unarmored Defense and a successful save, the creature resists your attempt, but
Deflect Missiles class features are replaced with Strength. remains grappled by you.
Turtle Stance Ki of the Tidebringer
At 3rd level you gain proficiency in the Athletics skill. At 11th level, your training allows you to infuse your ki with
When you learn this tradition at 3rd level, you learn to the power of the dragon turtle. You no longer have to spend
defend yourself as a turtle would, facing blows directly with a reaction when you use your Snap Dragon feature to make
a hardened body of iron. When an attacker hits you with a grapple checks. After using the Snap Dragon feature to
melee weapon attack, you can use your reaction to reduce make a grapple check this way, you can't use it again this
the damage of the attack by 1d6 + your Strength modifier + way until the beginning of your next turn.
half your monk level (rounded down). In addition, at the start of your turn, you can choose to
In addition, creatures other than you gain advantage on activate one of the following effects until the start of your
attack rolls against creatures you are grappling. If a next turn:
creature you are grappling is restrained, then it can only use You gain advantage on Strength checks and Strength
its actions to escape. saving throws, and your AC increases by 2.
You gain advantage on your melee attack rolls.
Pennant of Dragon Strength Your ki save DC increases by 2, and creatures you knock
At 3rd level you can choose any blunt object larger than 1 prone have their speed reduced to 0 until the end of
cubic foot and smaller than yourself to imbue with ki, which their next turn.
can be done over the course of a short rest. After imbuing it You can use this feature a number of times equal to your
so, the object acquires artistic marks showing prayers to Wisdom modifier (minimum of 1). You regain all expended
the dragon turtle and chants of might and bravery in your uses when you finish a long rest.
mother tongue. It is now your Pennant of Dragon Strength
and counts as a monk weapon for you for which you have Defiance of The Dragon Turtle
proficiency. Your pennant gains the weapon traits from the
Pennant of Dragon Strength table. Attack and damage rolls At 17th level, you have perfected your connection with the
using your pennant must be done with your Strength essence of the dragon turtle, allowing its being to become
Modifier. You can enchant your pennant as if it was a non- truly one with yours in mind and body. As an action, you can
magical weapon, but if the object already has magical manifest the dragon turtle, creating a gargantuan
properties then it retains these instead. Your pennant size is translucent form of a dragon turtle around you. If you do,
at minimum small, it is weightless for you but its weight is then for 1 minute you gain the game statistics of the dragon
modified for any other creature that tries to lift it (see the turtle (Monster Manual page 119) as if under the effect of a
table). You can choose to end your link to your pennant at true polymorph spell. You retain your mental ability scores,
any time, making it lose its imbued ki in a soft golden flash. but you can't use your class features except for your
While holding your pennant, you can't be disarmed of it, Unarmored Movement feature. Your attacks count as
and you gain advantage on checks and saving throws magical for the purpose of overcoming damage resistance
against being pushed or knocked prone. and immunity against nonmagical attacks. If there isn't
enough room for this form in a space available, then this
Pennant of Dragon Strength form instead attains the maximum possible size.
Weight Once you transform in this way, you can't do so again
Level Damage Modifier Properties until you finish a long rest.
3 1d6 (bludgeoning) 2x Versatile (1d8)
Versatile
5 1d8 (bludgeoning) 2x
(1d10)
Created by MisterLupov, and added as a collaboration.
1d10 Versatile
11 3x
(bludgeoning) (1d12)
1d12
17 4x Versatile (2d6)
(bludgeoning)

36
Oath of Draconic Majesty
Dragons are some of the most powerful creatures in the
multiverse, and there are those who seek to emulate their
majesty in all that they do. Whether they wish to use and
exercise a dragon’s power, help it extend its influence and
change the world, or simply fell in love with the mighty
creature and its ideals, they all agree that dragonkind has
its role to play in the great battles of this world. Those who
follow this ideal have made an oath with an ancient or older
dragon, which has become their sovereign. Followers of
this oath may also choose Bahamut (god of metallic
dragons) or Tiamat (god of chromatic dragons) as their
Sovereign.
Draconic Tenets
Though the exact words and strictures of the Oath of
Draconic Majesty vary, paladins of this oath share the
following tenets, with some based on your dragon
sovereign.
Majesty. I shall not bring shame to my sovereign, and I
will behave in a way befitting of my status. I will be proud.
Treasure. I will gather wealth and unique items, both for
my endeavors and for my sovereign. Regardless if they call
me greedy. One never has enough riches.
Power. (Chromatic sovereign only) What good is power if
it is not used? I shall use my power to advance the goals of
my sovereign and myself, and remove those who oppose
me.
Goodwill. (Metallic sovereign only) I shall not confuse
arrogance and pride, nor shall I think myself above helping
the weak and the weary.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath
of Draconic Majesty Spells table. See the Sacred Oath class
feature for how oath spells work.
Oath of Draconic Majesty Spells
Paladin level Spells
3rd absorb elements, heroism
5th dragon's breath, hold person
9th fear, protection from energy
13th elemental bane, stoneskin
17th dominate person, legend lore

Draconic Oath
At 3rd level, as you seek to emulate the majesty of dragons,
you have learned to speak, read and write Draconic.
Additionally, whenever you make a Charisma check when
interacting with dragons, your proficiency bonus is doubled
if it applies to the check.
When you choose this sacred oath, you choose one type
of dragon as your sovereign. The damage type associated
with that dragon is used by features of this oath. If you
choose Bahamut as your sovereign you can choose any
metallic dragon, and if you choose Tiamat as your sovereign
you can choose any chromatic dragon.

37
Draconic Oath Draconic Wings
Metallic Dragon Chromatic Dragon Damage Type At 15th level, you gain the ability to sprout a pair of spectral
Copper Black Acid dragon wings from your back, gaining a flying speed equal
Silver White Cold
to your walking speed. You can create these wings as a
bonus action on your turn. They last until you dismiss them
Gold, Brass Red Fire as a bonus action on your turn.
Bronze Blue Lightning While these wings are active, all other friendly creatures
none Green Poison who are within 5 feet of you gain half cover.
When you deal damage with your oath spells, or your Draconic Avatar
Divine Smite and Improved Divine Smite class features, At 20th level, you can use your action to temporarily ascend
you can now switch the damage type with the one to the ideal of dragonkind, sharing its majesty with those
associated with your Draconic Oath. around you. You gain the following benefits for 1 minute:
Channel Divinity You have immunity to the damage type associated with
your Draconic Oath.
When you take this oath at 3rd level, you gain the following You gain the effects of the Enlarge option from the
two Channel Divinity options. enlarge/reduce spell.
Frightening Presence. As an action, you can use your You and friendly creatures within 30 feet of you gain half
Channel Divinity to exude a terrifying presence. Each cover, provided your wings are active.
creature of your choice within 30 feet of you must make a You can use your bonus action to exhale destructive
Wisdom saving throw if it can see you. On a failed save, the energy of your Draconic Oath's damage type in a 30-foot
target is frightened of you for 1 minute. The frightened cone, which leaves your allies unscathed. Each creature
creature can repeat this saving throw at the end of each of of your choice in that area must make a
its turns, ending the effect on itself on a success. Dexterity saving throw against
Wing Buffet. As an action, you summon radiant wings your spell save DC. Each target
that create a strong wind. Each creature of your choice in a takes damage equal to 3d10 +
30-foot cone, which originates from you, must make a your Charisma modifier on a
Strength saving throw. On a failure, they are pushed back failed save, or half as much
15 feet from you and fall prone, and if they encounter a damage on a successful one.
solid obstacle take 1d6 + your paladin level bludgeoning You can choose to
damage. On a success, they are instead knocked back 5 change its damage
feet. type to radiant
damage.
Aura of the Dragon Queen
Once you use this
Chromatic Draconic Oath only feature, you can’t
Beginning at 7th level, you imbue your own weapons and use it again until
those of your allies with the elemental fury of your dragon you finish a
sovereign. When you or a friendly creature within 10 feet of long rest.
you hits a creature with a weapon attack, it will deal extra
damage equal to your Charisma modifier (minimum of 1) of
the type associated with your Draconic Oath. A creature
can only deal this extra damage once per turn.
At 18th level, the range of this aura increases to 30 feet.
Aura of the Platinum Dragon
Metallic Draconic Oath only
Beginning at 7th level, your devotion grants you and those
around you the divine protection of your dragon sovereign.
You and friendly creatures within 10 feet of you reduce all
bludgeoning, piercing, and slashing damage taken by an
amount equal to your Charisma modifier (minimum of 1).
Creatures reduce damage this way before resistances have
been calculated.
At 18th level, the range of this aura increases to 30 feet.

38
Stormscale Stormscale Agent
Beginning at 9th level, you can flare your draconic blood to
Stormscale are elite warrior rogues that serve blue smell the magic in the air. As a bonus action, you can detect
dragons. They bend lightning by using dragon magic, and the presence and location of any magic present within 60
use it to relentlessly pursue opponents. Hard to pin down, feet of you. If the magic was caused by a spell, you learn its
they present formidable foes that can turn the tide of battle. school. You also learn if any such magic was active or cast
Stormscale are famous for being able to fullfill multiple within the past 10 minutes, and the location of what it
roles. They are feared as assassins who lock down affected if that target is within 60 feet of you. Once you
spellcasters, or warriors who dash towards their opponents learn its location, you keep track of it for 1 minute or until it
and take them by surprise. Stormscale are students of blue leaves your 60 foot radius. You can use this feature a
dragon masters, known as a maekrix, who teaches them a number of times equal to your Constitution modifier
secretive form of magic at their conclaves, also known as a (minimum of 1), and you regain all expended uses after
Stormshells. Blue dragons are renowned for not only finishing a long rest.
creating half dragon offspring as loyal soldiers, but more so
for treating their offspring with equal affection, both full Cloudburst
and half dragons. They are aware of the limitations of their At 13th level, you can use your bonus action to briefly
mortal offspring, as only a few can "ascend to dragonhood", become lightning. You end all effects on yourself that
and as such train them to fullfill different roles for their reduce your speed (such as the grappled and restrained
masters. Stormscale are usually half blue dragons, but conditions), and then teleport to an unoccupied space you
many other races have been known to be "adopted" by blue can see within 30 feet of you. You can use this feature a
dragons, after they sensed their distant blue dragon lineage. number of times equal to your Constitution modifier
Stormscale are taught how to draw raw magic from their (minimum of 1), and you regain all expended uses when you
blue dragon heritage, allowing them more restricted but finish a long rest.
also more flexible methods of employing dragon magic. Stormscale Mastery
Storm Conduit Starting at 17th level, when a creature fails its Dexterity
At 3rd level, when you use your Sneak Attack feature, you saving throw against a Lightning Arc, it becomes the source
can choose to turn the Sneak Attack damage into lightning of a second arc that deals half as much damage as the first.
damage. If you do so, you can also cause a Lightning Arc. You can only generate one additional arc per attack this
Choose another creature within 30 feet of the creature you way. In addition, if a creature generates a Lightning Arc,
attacked and force it to make a Dexterity saving throw (DC and there are no other creatures within 30 feet of it that are
8 + your Constitution modifier + your proficiency bonus). hostile to you, you can cause the charge to rebound on that
On a failure, it takes lightning damage equal to your rogue creature, dealing half as much lightning damage as the arc
level. would have.
Starting at 9th level, creatures that take lightning damage
from you can't take reactions until the start of your next
turn.
Unleashed Tempest
At 3rd level, you become quick as lightning. Your speed
increases by 5 feet when you aren't wearing heavy armor.
This bonus to your speed increases to 10 feet at 9th level,
15 feet at 13th level, and 20 feet at 17th level.
You also gain an additional way to use your Sneak Attack;
you don't need advantage on the attack roll to use your
Sneak Attack against a creature if you are within 5 feet of it,
you have moved at least 15 feet away from where you began
the turn (through teleport or standard movement), and you
don't have disadvantage on the attack roll. All other rules for
Sneak Attack still apply to you.

Stormscale Armor
Stormscale are skilled at interweaving freely gifted
dragon scales into light armor. This light armor gains
the benefits of a Dragonfriend's Armor, except it
counts as a studded leather armor, and its base AC is
13 + Dex modifier.

39
Draconic Bloodline, revised Dragon Wings
Your innate magic comes from draconic magic that was At 14th level, you gain the ability to sprout a pair of dragon
mingled with your blood or that of your ancestors. Most wings from your back, granting you a flying speed equal to
often, sorcerers with this origin trace their descent back to your walking speed. You can create these wings as a bonus
a mighty sorcerer of ancient times who made a bargain action on your turn. They last until you dismiss them as a
with a dragon or who might even have claimed a dragon bonus action on your turn. Your clothes are magically
parent. changed to accommodate them, but armor has to be
modified to accommodate them.
Dragon Ancestor Additionally, you suffer none of the drawbacks of old age,
you can't be aged magically, and your lifespan extends by
At 1st level, you choose one type of dragon as your ancestor. 1000 years.
The damage type associated with each dragon is used by
features of this subclass. Draconic Presence
Dragon Ancestor Beginning at 18th level, you have advantage on melee attack
Dragon Damage Type rolls against creatures that are frightened.
Black, Copper Acid In addition, you can channel the dread presence of your
dragon ancestor, causing those around you to become
Silver, White Cold awestruck or frightened. As an action, you can spend 5
Brass, Gold, Red Fire sorcery points to draw on this power and exude an aura of
Blue, Bronze Lightning awe or fear (your choice) to a distance of 60 feet for 1
minute. The first time a Hostile creature starts its turn in
Green Poison this aura it must succeed on a Wisdom saving throw or be
charmed (if you chose awe) or frightened (if you chose fear)
You know the primal savagery cantrip, and when you cast until the aura ends. A creature that succeeds on this saving
it its damage type changes to the one associated with your throw is immune to your aura for 24 hours.
dragon ancestor.
When you learn the burning hands, dragon's breath,
fireball, and delayed blast fireball spells you can choose to
change their damage type to the one associated with your New Metamagic Options
dragon ancestor. If changed, they won't ignite objects. At your DM's discretion, the following metamagic options
You can speak, read, and write Draconic. Whenever you may be available to you.
make a Charisma check when interacting with dragons,
your proficiency bonus is doubled if it applies to the check. Draconic Fury
Prerequisite: Draconic Bloodline
Draconic Resilience
As magic flows through your body, it causes physical traits When you cast the primal savagery spell, you can spend 3
of your dragon ancestors to emerge. At 1st level, your hit sorcery points to imbue yourself with the fury of your
point maximum increases by 1 and increases by 1 again dragon lineage for 1 minute. For the duration, whenever
whenever you gain a level in this class. you cast your primal savagery spell, you can make an
additional attack with it as a bonus action.
Additionally, parts of your skin are covered by a thin
sheen of dragon-like scales. When not wearing armor and Elemental Ancestry
not wielding a shield, your AC becomes 13 + your Dexterity Prerequisite: Draconic Bloodline
modifier.
Whenever you deal damage of the type associated with your
Elemental Affinity dragon ancestor, and this damage would be affected by
Starting at 6th level, when you cast a spell that deals resistance, you can spend 1 sorcery point to draw upon the
damage of the type associated with your dragon ancestor, energy of your ancestors and overwhelm any natural or
you can add your Charisma modifier to one damage roll of magical resistances. All damage you deal until the end of
that spell. your next turn ignores resistance against the damage type
associated with your dragon ancestor.
You also learn the absorb elements spell, which doesn't
count against your number of sorcerer spells known, and Frightful Spell
you can use it against poison damage as well. You can cast Prerequisite: Draconic Bloodline
it by spending 1 sorcery point or by expending a spell slot.
If the damage that triggers this spell is of the type When you cast a spell that forces one or more creatures to
associated with your dragon ancestor, then you can cast it make a saving throw and at least one fails its saving throw,
without expending a spell slot or spending a sorcery point. you can spend 2 sorcery points and choose one of the
If you already have resistance against this damage type affected creatures that failed its saving throw. The target
when casting it this way, then you cast it at a spell level that becomes frightened of you until the end of your next turn.
is equal to your proficiency bonus.

40
Optional: Pseudodragon
Unlike wizards, sorcerers usually don't have familiars to act Pseudodragon
as their companions. A way around that is to gain the trust Tiny dragon, neutral good
and friendship of a pseudodragon. This option is not a stan-
dard part of this revision and your DM must approve of it. Armor Class 14 (natural armor)
At your Dungeon Master's discretion you may be Hit Points 9 + your level
approached by a pseudodragon during your adventures. Speed 15 ft., fly 60 ft.
Due to its advantages, it is recommended that this happens
around 5th level. After you have gained the pseudodragon's STR DEX CON INT WIS CHA
trust, usually gained over an extended period of time, you
may bond with it. Your pseudodragon may gain the game 6 (-2) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
statistics listed in this work instead of those in the Monster
Manual. Saving Throws Dex +5, Con +4, Wis +3
As an action, you can summon your Pseudodragon to Skills Perception +3, Stealth +5
appear within 5 feet of you, if it is willing. Should your Senses blindsight 10 ft., darkvision 60 ft, passive
pseudodragon die, then you can revive it with full health by Perception 13
expending a 1st level (or higher) spell slot. After you revive Languages Understands common and draconic but
your pseudodragon, it will not approach you for (usually) 8 can't speak
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 Keen Senses. The pseudodragon has advantage on
Wisdom (Perception) checks that rely on sight, hearing,
pamper it afterwards, like you would a cat. or smell.
However, even though your pseudodragon loves being
pampered, you must avoid calling it your "pet" at any cost, Magic Resistance. The pseudodragon has advantage on
for there is a chance that it will leave you if you do. After all, saving throws against spells and other magical effects.
your pseudodragon companion is your friend, not some Limited Telepathy. The pseudodragon can communicate
kind of dog. Despite this, it loves being called cute names, simple ideas, emotions, and images telepathically with
and it adores being cuddled like a pet would. any creature within 100 ft. of it that can understand a
Pseudodragons actually revel in the cuteness of their language.
spoken name, and names like Snookie or Cuddles or Boo Familiar. This pseudodragon has a magic, telepathic
Boo are quite popular. bond with you. You can sense what the pseudodragon
Pseudodragons are also famous for their venom, which is senses as long as you are within 1 mile of each other.
You share its Magic Resistance trait if it is within 10
used as a magical ingredient, and fetches a high price on feet of you.
the market. It will however not allow you to "milk it", and if
you slay it you can never bond with another pseudodragon Actions
again. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 1d4 + 3 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.

41
The Dragon Student
The Dragon Student is an unusual patron, as you are the Dragon Student
one teaching it. Your power comes from your Dragon Medium dragon, alignment same as its dragon type (see
Student, but it is you who helps it harness this awesome the Monster Manual)
power. Technically this power comes from Io, the dragon
primordial of creation, who gifted this power as an Armor Class 14 + PB (natural armor)
otherworldly patron. But it is your dragon student who Hit Points 5 + five times your warlock level
grants it to you directly. Speed 30 ft.
You are a Dragon Master, a young student of the
Darastrix Academy. At a young age you were bonded with a
dragon wyrmling, entrusted to you by its dragon parent. STR DEX CON INT WIS CHA
Even though you are a student, you are a master in your 16 (+3) 12 (+1) 15 (+2) 12 (+1) 12 (+1) 15 (+2)
own right to your dragon wyrmling, as you teach it to
harness its power. Due to the bonding, your wyrmling Saving Throws Dex +1 plus PB, Int +1 plus PB,
shares your drive to learn its dragon magic quickly, at the Skills perception +1 plus PB
cost of other aspects of its draconic might being weakened. Damage Resistances Your dragon gains resistance
Although you are technically a wizard, the bond that you against its damage type as listed in the Dragon
have made with your dragon has granted you access to its Student table. Green dragons also have
awesome dragon magic, but in exchange your own studies advantage on saving throws against being
towards the arcane have been limited. Moreover, due to poisoned.
your bond you share some of the dragon's temperament, Senses darkvision 60 Ft., passive Perception 11
and you are inclined to actively seek out the joy of plus PB
adventure. Now you and your dragon wyrmling bonded Languages It shares your known languages.
partner go out on adventures, as you seek to put the power
of dragon magic into practice, regardless of your young age. Sturdy Build. Your dragon counts as one size larger when
Most Dragon Masters are human, but half dragons have determining its carrying capacity and the weight it can
push, drag, or lift, and for the purpose of carrying a rider.
been known to teach siblings. Your dragon also counts as large for all other purposes
Your magical bond with your dragon companion has that would grant it additional benefits, such as the
granted you access to its powerful dragon magic in addition Mounted Combatant feat. You can ride your dragon as a
to your own mortal magic. For example, a Bigby's hand mount.
would appear like a fist when cast by a humanoid, and as a Glide. Your dragon is unable to fly until 6th level,
flaming claw when cast by its red dragon student. And even however when falling it can can use its reaction to slow
though you still need to study, most of your magical power its descent, as if under the effects of a feather fall spell.
comes from this bond. As such, Dragon masters have a It can move one foot horizontally for each foot that it
saying when it comes to their dragons: You teach me and I falls this way. If you are falling as well within 60 feet of
teach you. your dragon, then it can move towards you and
immediately cause you to be mounted as part of an
object interaction.
Expanded Spell List
You can choose from an expanded list of spells when you Elemental Bite (3/Day). When your dragon hits a creature
learn a warlock spell. The following spells are added to the with its bite, you can make it deal additional damage of
warlock spell list for you. its associated damage type, or regain hit points. The
amount of either option is equal to 1d6 + your warlock
level.
Dragon Student Expanded Spells
Warlock Level Spells Actions (Requires Action/Bonus
1st absorb elements, shield Action)
3rd dragon's breath, flaming sphere Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5
ft., one target. Hit: 1d8 + 1 plus PB piercing damage.
5th fireball, lightning bolt
7th freedom of movement, wall of fire
9th bigby's hand, cone of cold its action to cast or use a spell. If a spell requires a reaction
or bonus action, you must use yours to allow your dragon to
Bonded Dragon cast the spell. If you are incapacitated, your dragon can take
At 1st level you become bonded with a dragon wyrmling, any action of its choice, not just Dodge. Over the course of 1
whom you help get in touch with its powerful dragon magic. minute, while out of combat and within 5 feet of your
The Dragon is friendly to you and your companions and dragon, you can mend its wounds by expending a spell slot,
obeys your commands. See its game statistics in the after which it regains all its hit points. If your dragon has
Dragon Student stat block, which uses your proficiency died, you can use your action to touch it and expend a spell
bonus (PB) in several places. You must choose your dragon slot; your dragon returns to life after 1 minute with all its hit
student's dragon type from the Dragon Student table. points restored. If it has been dead for over an hour, it gains
In combat, your dragon shares your initiative count, but it one level of exhaustion. Your dragon regains all its hit
takes its turn immediately after yours. It can move and use points after finishing a short or long rest.
its reaction on its own, but the only action it takes on its Each type of dragon has a unique trait, as described in
turn is the Dodge action, unless you take an action on your the Dragon Companion section.
turn to command it to take another action. That action can You can speak, read, and write Draconic. Whenever you
be one in its stat block or some other action. It can use make a Charisma check when interacting with dragons,
your proficiency bonus is doubled if it applies to the check.
42
Dragon Magic
At 1st level, you and your dragon share the same spell slots, Mystic Arcanum: True Polymorph
and you can both cast your known warlock spells. However If you choose the true polymorph spell as your Mystic
the damage type of your eldritch blast, and all spells that Arcanum at 17th level, and you cast it on your dragon,
your dragon casts (if and when they deal damage), is your dragon willingly transforms into a dragon of the
changed to your chosen dragon's damage type, as listed in same type with a CR equal to or lower than your level,
the Dragon Student table. Your dragon can cast eldritch it cannot change into a different creature this way.
blast as a melee spell attack. Your dragon uses your While your dragon is transformed this way, you no
Charisma modifer for its spells, and shares your spell save longer need to use your bonus action to issue a
DC and spell attack modifiers. Only you can maintain command to your dragon. You must still use your
action to command your dragon to cast or use a spell.
concentration on spells you both cast. Your dragon can cast
spells without requiring material components, except a
material component that has a cost. By expending a spell
slot you can summon your dragon into an unoccupied 5-
foot-square space within 60 feet of you as an action, but Dragon Student
afterwards it gains one level of exhaustion. Dragon Damage Type Breath Weapon
You must choose the Pact of the Dragon as your pact at
3rd level, which is a pact that can only be chosen by this Black Acid 5 by 30 ft. line (Dex. Save)
subclass. Blue Lightning 5 by 30 ft. line (Dex. Save)
Gifted Instructor Brass Fire 5 by 30 ft. line (Dex. Save)
At 6th level, your firsthand experience with dragon magic Bronze Lightning 5 by 30 ft. line (Dex. Save)
has advanced your own studies substantially, and your skill Copper Acid 5 by 30 ft. line (Dex. Save)
as an instructor has taught your dragon to fly again.
You gain proficiency in Intelligence saving throws. Gold Fire 15 ft. cone (Dex. Save)
Whenever you make an Intelligence skill check, you can add Green Poison 15 ft. cone (Con. Save)
your Charisma modifier (minimum of 1) to the check. Red Fire 15 ft. cone (Dex. Save)
If you damage creatures with a warlock spell that you
cast yourself, then you can choose a number of them equal Silver Cold 15 ft. cone (Con. Save)
to your Charisma modifier (minimum of 1). The chosen White Cold 15 ft. cone (Con. Save)
creatures automatically succeed on their saving throws
against it (if any), and suffer no damage from it. Dragon Magic Mastery
In addition, your dragon gains a flying speed of 30 feet. At 10th level, your student's mastery of dragon magic has
reached new heights, as has your bond. When you
command your dragon to cast a warlock spell that deals
damage, it adds your Charisma modifier (minimum of 1) to
one damage roll of that spell.
Moreover, when you or your dragon cast a spell targeting
yourselves, you can also affect the other with the spell if you
are within 30 feet of each other.
Aerial Superiority
At 14th level, your dragon's flying speed is increased to 50
feet, and it doesn’t provoke opportunity attacks when it flies
out of an enemy’s reach (nor does its rider).
While you are mounted on your dragon, you can force a
direct attack targeted at you to target your dragon instead,
as it shields you from ongoing attacks. Area effects still
affect the both of you normally.

Pact of the Dragon


When you command your dragon to cast or use a warlock
spell, and a creature was hit by this spell or failed its saving
throw against it, then your dragon gains temporary hit
points equal to 1 + your proficiency bonus.
You can now issue a command to your dragon as a bonus
action instead of an action, except when you command it to
cast or use a spell (the Dragon Rider invocation is an excep-
tion to this rule). You can only issue one command per turn.

43
When you use your action or bonus action to command
Dragon Companion your brass dragon to take the Disengage action, it gains a
Each dragon type is unique, and has certain quirks that burrow speed of 15 feet through non-rock earth until it re-
Dragon Masters should take into account when teaching emerges for free while near the surface. Its vision,
their Dragon Student. In addition, each type of dragon has a breathing, and hearing is unhindered, unless it burrows
unique trait, granting you both additional benefits: deeper than 15 feet. It cannot burrow this way while
carrying a rider. While burrowed, your dragon has total
Black Dragon cover, and creatures suffer a -5 penalty to their ability
checks to find it.
The black dragon wyrmling is a fierce creature, who always
seems to be angry about something. It likes to spit acid at Bronze Dragon
anything that moves, and even things that don't move. The Think about a playful puppy or kitten, add a strong desire to
black wyrmling is one of the most difficult to teach dragons, help others, and you understand what a bronze dragon
but those that earn their respect will gain a capable student. wyrmling is all about. The best way to bond with your
It is known as the most evil of dragons, but with a strong dragon is to help the bronze wyrmling help others. It loves
enough bond, usually gained through respect for its Dragon tales about heroic knights, and will often want to ride you
Master's power, it can be surprisingly loyal. Provided its into battle. It loves to swim, and its favourite food is sharks.
Dragon Master lets it kill other creatures from time to time.
Swamp Dweller (unique trait): Your black dragon has a Valorous Dragon (unique trait): Your bronze dragon has
swim speed of 30 feet, and it can breathe air and water. It a swim speed of 30 feet, and it can breathe air and water. It
can eat rotten and spoiled food without any penalties. The has advantage on saving throws against being frightened,
melf's acid arrow, vitriolic sphere, and insect plague spells which it shares with you while you ride it. The detect
count as warlock spells for you. Additionally, you and your thoughts, create food and water, water breathing, control
dragon gain proficiency in the Stealth skill (+1 plus PB in water, and maelstrom spells count as warlock spells for
its stat block). you. When you learn the water breathing spell, your dragon
can cast it as a ritual.
Blue Dragon Copper Dragon
Although a blue dragon Wyrmling is not as ferocious as a
black one, it loves to hunt. It also has an innate talent for The copper dragon wyrmling loves a challenge, usually of
strategies, and loves it when you involve it into planning a the mental kind. A riddle, a pun, a silly poem, any of these
battle. It learns quickly and is rather easy to teach, however are certain to keep the wyrmling near you. The copper
the difficult part is getting its parent's trust, as blue dragons wyrmling loves to unravel mysteries, so it might wander
are known to be affectionate and caring parents. Like adult from your side to discover something new. The Wyrmling
blue dragons, it loves to fool others with its illusionary also enjoys physical challenges such as a quick battle or a
magic. hunt for small creatures to eat, like spiders and centipedes.
Desert Stalker (unique trait): Your blue dragon knows It also loves to shape the earth with its magic, and play
the minor illusion cantrip, but only your dragon can cast it. pranks on others.
The create or destroy water, call lightning, storm sphere, Earth Shaper (unique trait): Your copper dragon has a
and mirage arcane spells count as warlock spells for you. climb speed of 30 feet. It knows the mold earth cantrip, but
When you use your action or bonus action to command only your dragon can cast it. The meld into stone, stone
your blue dragon to take the Disengage action, it gains a shape, vitriolic sphere, cloudkill, wall of stone, and move
burrow speed of 15 feet through non-rock earth until it re- earth spells count as warlock spells for you. When you learn
emerges for free while near the surface. Its vision, the meld into stone spell your dragon can cast it as a ritual,
breathing, and hearing is unhindered, unless it burrows which will cause you both to become affected by this spell,
deeper than 15 feet. It cannot burrow this way while during which you remain fully aware of your surroundings.
carrying a rider. While burrowed, your dragon has total
cover, and creatures suffer a -5 penalty to their ability Gold Dragon
checks to find it. A gold dragon wyrmling makes an excellent candidate for a
Dragon Student, because often the wyrmling's parents will
Brass Dragon send it off to be fostered by another family, which helps it
Young brass dragons love to talk, and will talk to anyone learn about the world, and a Dragon Master is the next best
whether the other being talks back or not. If no one stops to thing to them. Like adult gold dragons it seeks to fight evil
talk to the wyrmling, it will talk to itself. Talking and in a cunning way. Note that your gold wyrmling lacks the
listening to your wyrmling is one way to ensure that the tentacle whiskers and horns that distinguish an adult gold
wyrmling will bond to you, as brass dragons are very social dragon. It is fond of having pearls and gems in its diet, if
creatures. you can afford it.
Talkative Dragon (unique trait): Your brass dragon can Evil's Bane (unique trait): Your gold dragon has a swim
cast the comprehend languages spell as a ritual. The speak speed of 30 feet, and it can breathe air and water.
with animals spell counts as a warlock spell for you, and Whenever your dragon would deal fire damage to fiends
when you learn it your dragon can cast it as a ritual. and undead creatures, it deals radiant damage instead. It
Additionally, you and your dragon gain proficiency in the gains proficiency in Wisdom saving throws (+1 plus PB in
Persuasion skill (+2 plus PB in its stat block). its stat block). The bless, slow, globe of invulnerability,
delayed blast fireball, maze, and sunburst spells count as
warlock spells for you.

44
Green Dragon always want to know why humanoids act as they do or
Green dragon wyrmlings despise anything fun or silly. As perform certain tasks. Satisfying your wyrmling's curiosity
such, if you choose to teach a green dragon, you'd better not is one way to form a strong bond with it. The wyrmling also
laugh. Make certain your green wyrmling remains well fed has an insatiable need to help others, and likes being
at all times. Otherwise you may find your dragon gobbling appreciated. Silver dragons also love to fly, so keep in mind
up any unsuspecting food source in its path. Green dragons that the bond's hinderance of its draconic flight is a
will eat anything if they are hungry enough, from trees and sensitive topic, and that it chooses not to complain on its
other plants to elves and sprites. All green dragons have a own accord as it truly desires to help you out and be as
black hide when they first emerge from their eggs. As the useful as it can to you.
dragon matures, its scales fade to a glossy shade of green. Dragon of the skies (unique trait): While gliding, your
Forest Dragon (unique trait): Your green dragon has a dragon is able to move two feet horizontally for each foot
swim speed of 30 feet, and it can breathe air and water. that it falls. At 6th level, its flying speed is increased to 40
Your dragon can cast the entangle spell once with this trait, feet, and at 14th level its flying speed is increased to 60
and regain the ability to cast it this way after finishing a feet. It can move on top of clouds as if they were solid
long rest. The entangle, plant growth, confusion, cloudkill, ground. The gust of wind, ice storm, reverse gravity and
and dominate person spells count as warlock spells for you. whirlwind spells count as warlock spells for you. If your
dragon is the one who casts these spells, you can decide
Red Dragon which creatures are affected by them (and which aren't) for
Red dragons are the most powerful but also the most their duration.
difficult to teach Dragon Students. They are proud and White Dragon
prefer to make achievements without the help of others,
though thanks to your bond your dragon will make an The white dragon has a very different view of the world, and
exception for you. It often refuses to abandon a fight it has is generally known for its non-social attitude and preference
started, and it loves to fight. They enjoy burning things, for physical action. The trick to teaching white dragon
especially things made by people. wyrmlings is to use food. This dragon focusses on survival,
Proud Tyrant (unique trait): Your red dragon has a so you must show it that it's safe around you, as well as well
climb speed of 30 feet. Additionally, it has advantage on fed. If you do, then it will consider your survival its survival.
saving throws against being charmed or frightened. Your Hardy Survivor (unique trait): Your white dragon has a
dragon can cast the identify spell as a ritual. The locate climb speed of 30 feet. It can walk over icy and cold
object, fire shield, and immolation spells count as warlock surfaces as if under the effect of the spider climb spell.
spells for you. When your dragon casts armor of agathys, the temporary
hit points and damage dealt by the spell increase by a
Silver Dragon number equal to your Charisma modifier. The ice knife, ice
You will find that this wyrmling is constantly around you, as storm and wall of ice spells count as warlock spells for you.
it finds humanoids (especially humans) fascinating. They You and your dragon gain proficiency in the Survival skill
(+1 plus PB in its stat block).

45
Once per turn, when you hit a creature with this weapon,
New Eldritch Invocations the creature takes extra damage equal to your Charisma
When you gain invocations outside of the ones listed here, modifier (minimum of 1) of the type associated with your
that refer to you (such as the Agonizing Blast invocation), Dragon Student's damage type.
they also apply to your dragon companion. Advanced Dragon Magic
Breath Weapon Prerequisite: 7th level, Pact of the Dragon feature.
Prerequisite: eldritch blast cantrip, Bonded Dragon Your dragon's bite attack deals additional damage equal to
feature. your Charisma modifier (minimum of 1) of the type
Dragon magic is elemental magic, and a dragon's breath associated with your Dragon Student's damage type. In
weapon is one of the simplest expressions of this power. addition, all its attacks count as magical for the purpose of
Although the bond has weakened many of your Dragon's overcoming resistance and immunity to nonmagical attacks
draconic attributes, it has enhanced its magical potential, and damage.
and this invocation brings back some of that power. When your dragon receives temporary hit points through
When you command your Dragon to cast eldritch blast, the Pact of the Dragon feature, you add your Charisma
you can choose to change it into an area attack with a DC modifier (minimum of 1) to this amount.
saving throw, which is different for each dragon and listed Dragon Rider
in the Dragon Student table. It damages all creatures in the Prerequisite: 7th level, eldritch blast cantrip, Pact of the
area. Instead of firing additional beams, its breath weapon Dragon feature.
deals an additional 1d10 damage at 5th level, 11th level, and
17th level this way. A creature takes half damage on a When you take the Attack action on your turn to make a
successful save. melee weapon attack (or the Ready action to prepare a
If you possess the Agonizing Blast invocation, then when melee weapon attack) while riding your dragon, you can
you deal damage with your eldrtich blast spell this way, now use your bonus action to command your dragon to cast
each creature that suffers damage counts as a hit, and you a cantrip. You can only make one attack with the Attack
can add the total bonus damage to each affected creature. action this way. You and your dragon combined can only
cast one spell per turn this way.
Dragon Warrior
Prerequisite: Pact of the Dragon feature. Gifted Student
You gain proficiency with medium armor, shields, and Prerequisite: 7th level, Pact of the Dragon feature.
martial weapons. When your dragon receives temporary hit points through
Whenever you finish a long rest, you can touch one melee the Pact of the Dragon feature, you can instead give these
weapon that you are proficient with and that lacks the two- temporary hit points to another creature within 60 feet of it.
handed property. When you attack with that weapon, you Afterwards, the target cannot receive temporary hit points
can use your Charisma modifier, instead of Strength or this way again until it finishes a short or long rest.
Dexterity, for the attack and damage rolls. It counts as a When your dragon would regain hit points while in
magical weapon. This benefit lasts until you finish a long combat, you can choose to regain these hit points yourself
rest. instead.
Draconic Smite Elemental Fury
Prerequisite: 5th level, Pact of the Dragon feature Prerequisite: 12th level, Pact of the Dragon feature.
Once per turn when you hit a creature with a melee When you or your dragon deals damage, you ignore
weapon, you can expend a warlock spell slot to deal an resistance against your Dragon Student's damage type.
extra 1d8 damage of the type associated with your Dragon
Student to the target, plus another 1d8 per level of the spell Combine Magic
slot, and you can knock the target prone if it is Huge or Prerequisite: 15th level, Pact of the Dragon feature.
smaller.
Flying creatures will count as prone for game mechanics. If a Dragon Master shares a particularly strong bond with
his or her dragon, the pair can even cast spells together that
Improved Breath Weapon combine the best of the mortal and dragon forms of magic,
Prerequisite: 5th level, Breath Weapon invocation, Pact of going where no mortal or dragon could go before.
the Dragon feature. When you use your action to command your dragon to
cast a warlock spell that expends a spell slot and deals
When you command your dragon to cast eldritch blast as a damage, you can now use your bonus action to deal
breath weapon, you can double its range (a cone becomes maximum damage with that spell, provided your dragon is
30-foot, and a line becomes 60-feet long and 10 feet wide). within 30 feet of you. When you enhance a spell this way,
you can choose which creatures are affected by that spell,
Improved Dragon Warrior and which aren't.
Prerequisite: 5th level, Dragon Warrior invocation, Pact of The first time you do so, you and your dragon each suffer
the Dragon feature. 2d12 force damage due to the feedback. If you use this
You can use any weapon that you enhanced with your invocation again before finishing a long rest, the force
Dragon Warrior invocation as a spellcasting focus for your damage increases by 2d12. This damage ignores temporary
warlock spells. You can summon it to your hand as an hit points, resistance, and immunity.
action.

46
Chapter 3
Additional Content
The Draconic Races

H
alf dragons, dragonborn, and kobolds are kobolds have for them, but generally tolerate it while
often collectively referred to as the draconic simultaneously relying heavily upon their unorthodox skills
races. The one thing that all draconic races and high numbers.
have in common is that the blood of dragons Their opinion on the other races varies, as they tend to
flows through their veins. Because of this, value people's skill and merit the most. Usually, they tend to
or in some cases despite this, they are get along with dwarves due to their strong senses of honor
naturally drawn to each other. and duty. Humans are seen as both fascinating as well as
dangerous, but overall they have a friendly relationship.
Dragonborn They respect the skill of the Elves and the strong sense
Dragonborn, as their name indicates, are born from towards communities that halflings have. Gnomes are seen
dragons. They were created with the essence of dragons with a slightly less positive view due to their rivalry with the
and look the most draconic out of all the humanoid kobolds, to whom they have grown somewhat attached. But
draconic races. Like half dragons, the blood of a particular if a gnome proves its merit, it will often find a devoted ally
type of dragon runs strong through each dragonborn, and friend.
granting additional traits. Ironscale Legions
Despite this, most don't have a tail like the half dragons The dragonborn are the most organized of all the draconic
have, and those that do are often shunned due to it being races. This is because they were originally created as foot
considered a bad omen for dragonborn to have a tail. They soldiers for true dragons, to fight in their many wars.
are divided into subgroups based on the draconic Eventually many broke free, but they kept their military
fragments that they possess. Most are blessed with a ways. Although dragonborn are divided within clans, all
powerful soul piercing roar, while others have developing clans come together and form legions together, working
wings. Regardless of their gifts, they have a reputation for under a council that was elected by the numerous clans.
being reliable and honorable. These are named the Ironscale Legions, and are a force to
Their origins vary, but often they were created by dragons be reckoned with.
as shock troops and servants. Because of this dragonborn These legions comprise mostly out of dragonborn, but
have mixed feelings towards dragons in general. A few take also contain a large number of kobolds, who function as
pride in their origin, but most hold a grudge against scouts and support, as well as half dragons who fill more
dragons as they were little more than slaves. Regardless of specialized roles. True dragons however, due to the stigma
their stance on this, dragonborn pride themselves on their that the dragonborn have against them, are generally not
own skill and ability to take care of themselves, showing accepted within the ranks of a legion. Other humanoid
their worth through their own actions. As such, a continual races who are part of draconic communities, provided they
drive for self-improvement reflects the self-sufficiency of the prove their worth, may also become part of an Ironscale
dragonborn race. They value skill and excellence in all Legion. Usually these are mortal partners of half dragons,
endeavors. They hate to fail, and they push themselves to or simply races that have been absorbed within the
extreme efforts before they give up on something. And they draconic nation.
make mastery of a particular skill their lifetime goal. Those Divine spellcasters
half dragons that are raised by dragonborn communities are a touchy subject,
usually have a similar mindset and will often strive even because they believe
harder to prove their worth. To most dragonborn, the clan is that the gods created
more important than life itself. Each dragonborn’s conduct them to be slaves of
reflects on the honor of his or her clan, and bringing the dragons. Because
dishonor to the clan can result in expulsion and exile. Each of this many
dragonborn knows his or her station and duties within the dragonborn
clan, and honor demands maintaining the bounds of that consider it
position. Unlike half dragons, dragonborn live relative short taboo for
lives, only around 80 years, but no less fulfilling ones. dragonborn
Relationship with other races to worship
Dragonborn as a whole share a strong bond with half the gods.
dragons, despite the origins of the latter. Even those
dragonborn that hold the greatest grudge against dragons
will often not extend this grudge to half dragons. This is
likely due to the similarities that both races share,
most of all how they similarly have draconic blood,
and don't feel that this defines them similar to how
it does not define themselves.
They also tolerate the presence of kobolds, and
even come to their defense when they are in trouble.
Unless they deserve it, which is usually the case.
Nonetheless, they respect the race it's devotion to their
families and the group as a whole, and have grown to
appreciate their skill at sewage management.
They often get annoyed at the borderline worship that

48
Especially since they feel that one must prove themselves in their societies, due to the merit they had shown in their
through their own skill and show their worth instead of shared battles. Now these dragonforged must find their
worshiping gods. Nonetheless, within the Ironscale Legion own place in this world, or they can remain in the service of
the results are ultimately what matters. their creators, which many do.
The Legion understands the use of healing and
supportive magic, and as such dragonborn clerics are
tolerated and even appreciated if they prove their worth. Playing as a dragonforged
Though most divine spellcasters tend to be half dragons. When playing a warforged, you can choose to play the
Bards on the other hand are greatly appreciated within the dragonforged variant, provided you have your DM's
ranks, both for their skill at healing as well as boosting the permission. If you do, then you lose your Specialized
Design trait, and you must choose Draconic as your
morale of the troops. Wizards and Sorcerers are also a other language. In exchange you gain the following
fundamental part of a legion, as they suffer no taboo for racial traits:
their magic. After all, they learned how to wield magic Darkvision: You can see in dim light within 60 feet of
themselves after either hard work, or because they were you as if it were bright light, and in darkness as if it
naturally talented, which are both traits that the dragonborn were dim light. You can only discern shades of gray in
value. darkness.
Breath Weapon: You go through a process every time
Relationship with the Dragon Gods you rest in which you shed metal on the inside and it is
The relationship that dragonborn have with the gods is a collected inside your "stomach". You can use your
bonus action to exhale these shards of metal in a 15-
complicated one. Depending on your setting, this may also foot cone. When you use your breath weapon, each
vary. In the forgotten realms setting, the dragonborn creature in the area of the exhalation must make a
originate from Abeir, where they were servants and slaves Dexterity saving throw. The DC for this saving throw
of the dragons. Religion never took place on Abeir because equals 8 + your Constitution modifier + your
the gods only existed on Toril, which is the main setting of proficiency bonus. A creature takes 2d6 piercing
the forgotten realms. Abeir was the planet of the damage on a failed save, and half as much damage on a
successful one. The damage increases by an additional
primordials, where they ruled instead. On Abeir, no god 1d6 at 5th level, 8th level, 11th level, and 17th level.
would answer your prayers, so divine magic was largely You regain the use of your breath weapon after
useless there. The dragons eventually rose up against their finishing a short or long rest.
former primordial masters, and eventually conquered most While wearing magical armor, these shards count as
of the planet. magical for the purpose of overcoming resistance and
Through this war they artificially created the dragonborn, immunity to nonmagical attacks and damage, and you
as the perfect soldiers. They lived short lives compared to add double the armor's magic AC bonus (if any) as
additional damage to this breath weapon.
dragons, but they reproduced a lot faster, and were created Flawed Restoration System: While you are in combat,
in mass numbers. Some tried to fight off the tyranny of any healing you receive from other creatures is halved.
dragons, but most failed. During the spell plague, a large If a spell, such as raise dead, has the sole effect of
city of dragonborn was transported to Toril, and from here restoring you to life (but not undeath), then the caster
dragonborn were able to walk among humans and the doesn't need material components to cast the spell on
many other races. This could be different for your setting, you. In addition, these spells can be used to resurrect
but they are generally former slaves of the dragons, and you within 1 day if the original time limit was shorter
(such as the revivify spell). While unconscious, when
believe that the gods abandoned them to dragon kind. you become stable you regain 1 hit point after 1
Nevertheless, they respect talented clerics for their support minute.
magic, and once they have proven their worth will generally
always accept them. Among the newly accepted gods, You can attune to magic items that require attunement
Bahamut the platinum dragon has become the most by a dragonborn.
popular.
Dragonforged
Dragonforged are modified warforged, and considered the
pinacle of dragonborn crafting. The creation of these
dragonforged was commissioned by several legions, who
sought to create loyal and stalwart sentries against enemies
that relied heavily on ambush tactics and assassinations.
These modifications include darkvision, a "breath weapon"
which launches several metal shards, and a restoration
system that allows them to be more easily revived after
battle. However, this came at the cost of their specialized
design, and their new restoration system had a significant
flaw; it conflicted with their integrated protection, and
limited restoration magic from sources other than itself, as
the system saw those as an outside threat while the
dragonforged was in combat. Nevertheless, this flaw
was accepted as many saw it at as a way of self reliance,
which is considered a great virtue among dragonborn.
The legions considered the project a great success,
as they became known as efficient sentries, guards,
and vanguard. Once they gained sentience, the
dragonborn openly welcomed them
overwhelming areas are the many conflicts they tend to
Half Dragon have. Not because they are necessarily violent (though in
Half dragons are the most "human" among the draconic the case of some half dragon subraces this is indeed the
races. They appear like humans, with scales and hair colors case), but because they are a prideful race that doesn't shy
that match their most dominant draconic ancestor. They away from a challenge and often meets it head on.
have a long scaly tail, scaled legs, and a few scales on their Combined with the half dragon race its desire to become
torso, arms, and face. stronger and seek out challenges, they tend to live
In addition they have draconic horns sprouting from their dangerous lives. In order to expand and increase their
heads, as well as draconic looking eyes. Half dragons are survival changes, half dragons usually spend the early parts
divided in subraces based on which draconic ancestor is of their long lives rearing and raising children, and will only
the most dominant for them. Based on their ancestry, they adventure once they feel they have experienced this kind of
are blessed with various benefits. But a powerful breath life long enough, potentially leaving their current children
weapon is what they all have in common, even compared to into the care of their spouse or families. Their long lives
that of the dragonborn. allow them to experience both lifestyles, and it isn't
Half dragons are different from dragonborn in that they uncommon for a half dragon adventurer to have children
were not artificially created, but instead are born or are waiting at home, or to return to a life of family once their
descended from unions between dragons and mortal adventuring lives are behind them. However, despite their
partners. Metallic dragons are known for their ability to claims, their adventuring lives are never truly left behind, as
take on humanoid forms, especially silver dragons, whose their racial drive to become stronger often pushes them
love for humanity has caused them to create an entire back into it once more. Despite this, half dragons are a race
human subrace; the silverbrow humans. However, dragons with strong individuals, and some start their lives as
are magical creatures, and many are able to wield powerful adventurers instead. The pull towards worthwhile
magic (see the Dragons as Innate Spellcasters variant rule challenges taking priority for them.
in the Monster Manual on page 86). As such many Alongside half silver dragons and half blue dragons, half
chromatic dragons have been able to create half dragon red dragons are among the most numerous of half dragons.
bloodlines of their own. Blue dragon particularly are known This has baffled many scholars, as red dragons do not have
for creating many half dragon offspring, as a way of creating the love for humanity that, silver dragons have, nor the
weaker soldiers that will be less likely to betray them. organization and family bonds of blue dragons. On top of
Interesting enough, despite being chromatic dragons, blue that red dragons are infamous for their pride and desire to
dragons are known for being loving parents to any of their make achievements without the help of others. And
children, dragon or half dragon. Half dragons possess less ironically, while the half red dragons have the strongest
bestial traits than dragonborn, but possess undeniable desire out of all the half dragons to become stronger, they
potential and the possibility to "ascend to dragonhood". do work very well together. They are known as sea coast
This grants the half dragon the ability to assume their true raiders, who pillage while sailing their longboats. While this
dragon form, and become a full-fledged dragon. is partially true, there are also more peaceful half red
In addition, half dragons live a lot longer than dragon villages. The half red dragons generally believe that
dragonborn, being able to live almost a millennium, and they were formerly human tribes, who sought to create
surpassing the age of elves. Despite this, they often have more half red dragon tribesmen to give them an edge in
more children than elves do, and as such are a fast their many wars. They did this through temporary forged
expending race, almost as fast as dragonborn. The only alliances with red dragons, whom they bought with gold
thing keeping this race in check from and treasure. Over time their dominant genes spread,
creating entire tribes of half red dragons.

50
There are also groups of half dragons that work together Stormscale are also known as honorable in many cases,
with their full-blooded kin. The most notable of those are rewarding those that have provided a service to their cause.
the half silver dragons, who are often raised in human This seems strange to many due to their blue dragon
settlements by their silver dragon family. These children are heritage, as they generally worship Tiamat. Many speculate
often the result of the silver dragon's fascination with that they have this code of honor due to pragmatism, as it
humans, resulting in unions that create half silver dragons. allows them the best results to persuade others, as they
Another group are the half blue dragons, who were often have enough riches. However, if those that have
intentionally created by blue dragon families, as they sought gained freely gifted scales from a dragon (blue or
to create plentiful and loyal troops to serve them. Despite otherwise), and requests that these scales are interweaved
this ulterior motive, blue dragons are surprisingly good into light armor, most Stormscale will ensure that they find
parents, treating their half and full-blooded offspring with someone who can do that for them. Despite being
equal affection. This generally results in half blue dragons honorable, Stormscale will pragmatically eliminate anyone
being loyal servants and agents of their families. Despite who might pose a threat to their family.
being chromatic dragons, blue dragons are more likely to
be mocking and manipulative than outright cruel or Feats
murderous to "lesser" creatures, which is why they love
using hallucinations on travelers. The family always goes Mage Slayer (revised)
first, even if it means defying Tiamat. Because the dragons You have practiced techniques in melee combat against
themselves already provide the brute strength to their spellcasters, gaining the following benefits:
forces, half blue dragons often become Stormscales;
specialized warriors who perform key tasks. These include When a creature within 5 feet of you casts a spell, you
taking out spellcasters, who often pose the biggest threat to can use your reaction to make a melee weapon attack
their full-blooded kin, assassinating key leaders, or using against that creature.
their incredible speed to surprise foes and take them head- You have advantage on melee attacks against creatures
on. These Stormscales are fiercely loyal to their full- that are concentrating on a spell.
blooded dragon kin, to the point that blue dragons even You have advantage on saving throws against spells cast
trust them enough to allow them to be hired by those with by creatures within 5 feet of you, or who started their
sufficient gold. They are greatly feared by even the most turn within 5 feet of you.
powerful of wizards, as more than one spell caster has met
a grizzly demize at the hands of a Stormscale.

51
Relationship with other races
Half dragons get along the best with dragonborn, sharing
similarities with this draconic race. However, unlike Playing as a Half Dragon with wings
dragonborn, half dragons tend to be more individualistic
due to their stronger ties to their draconic ancestry, despite Some half dragons are blessed by the dragon gods and
their more humanoid appearance. Half dragons are also the may choose the Draconic Heritage feat (page 7) from
the dragonborn as their feat once, to gain the Wings
ones most accepted within dragonborn communities. This trait of the Wayfarer subrace. This grants them
despite the long tail that half dragons have, which is seen as draconic wings.
a bad omen if it belongs to a dragonborn. Dragonborn see NOTE: This is a powerful feat when given to a half
half dragons as fundamentally different, despite the dragon, so you can only take this feat once and with
similarities, and that would explain their tolerance for their your DM's permission, and you must choose the
tails. Wings trait of the Wayfarer subrace.
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 Zekyl (Elf)
defense of one because of this endearing feeling, unless the
kobold deserves its misfortune which it often does. Half The zekyl (also known as zekylynor) are the offspring of
dragons can be annoyed with them from time to time. shadow dragons and their drow partners. The shadow
However, the kobold’s valuable skills and devout worship dragons of clan Jaezred are infamous for creating half
makes these annoyances easier to overlook in the eyes of a drow and half dragon children as infiltrators as they seek
half dragon. to destroy drow society from within and end the
They tend to get along well with most other races, though oppressive and cruel matriarchy that Lolth has forced
the drive and ambition that humans often possess makes upon the drow race. Though their reasons are less
half dragons gravitate towards humans more often than benign, as they seek to rule over all of drow
not. They are, however, wary of races that have unfavorable kind themselves, while
reputations based on past actions or beliefs. Yet, many half secretly living among
dragons will judge individuals based on their merits before them.
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 still be medium, as well as
possess all the other half dragon traits.
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.
For those players that want to play a half
dragon with wings, you can discuss the
following option with your DM; access to the
Draconic Heritage feat from the dragonborn:
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 a rare few who are blessed by the
dragon gods (usually Bahamut or Tiamat) and are granted
draconic wings. These blessings seem to be random, as
even the most devout followers of Bahamut will find it
unlikely that they would be blessed with them. Those who
are lucky enough to be granted this blessing will often start
with smaller or weaker wings, which need time to properly
grow in size or strength. And, similar to the lesser dragon
form, these wings will only further motivate them to
ascend to dragonhood.

52
Similar to blue dragons, shadow dragons are affectionate
to all of their children, shadow dragon or zekyl alike.
Playing as a Zekyl elven subrace Because of this strong family bond, most zekyl have an
When playing an elf you can choose Zekyl as your strong sense of loyalty to the shadow dragons that govern
elven subrace, provided you have your DM's over them. Yet some Zekyl follow the deities Vhaeraun and
permission. You have access to all the customization
options that drow and half dragons have, including
Eilistraee, whom they consider allies against Lolth. While
feats and epic boons. When you ascend to dragonhood others become adventurers, who seek to leave the
you can shapechange into an adult red shadow dragon Underdark all together.
(Monster Manual page 84 and 98). You can choose the
Draconic Heritage feat (page 7) from the dragonborn
once, but must choose the Wings trait of the Wayfarer
Silverbrow (Human)
subrace. Zekyl players gain the following racial traits: Silver dragons relish humanoid form and enjoy many of the
Ability Score Increase: Your Strength or Charisma same daily pleasures as humans. Long ago, communities of
score increases by 1. humans welcomed disguised silver dragons among them,
Change Shape: You can cast the disguise self spell not knowing the truth about their new neighbors. In these
once with this trait, and regain the ability to cast it this communities, half silver dragon children became common
way when you finish a long rest. After 1 hour you can
concentrate on this spell to extend its duration up to 8
as the dragon visitors married their human friends. These
hours. Charisma is your spellcasting ability for this communities either welcomed these children, or their
spell. draconic parents used their magic to alter their appearance.
Breath Weapon: You can use your action to exhale Over time, as these children mingled with other humans,
destructive energy. When you use your breath weapon, the overtly draconic physical characteristics faded, leaving
each creature in a 15-foot cone which originates from human-looking children with silver dragon bloodlines.
you must make a Dexterity saving throw. The DC for Eventually, the dragons themselves departed, leaving
this saving throw equals 8 + your Constitution
modifier + your proficiency bonus. A creature takes
behind a strong draconic heritage; a silver streak or
2d6 necrotic damage on a failed save, and half as highlights in the hair. They came to be known as silverbrow
much damage on a successful one. The damage humans.
increases by an additional 1d6 at 5th level, 8th level,
11th level, and 17th level.
After you use your breath weapon, you can't use it Playing as a Silverbrow Human
again until it's recharged. At the start of each of your If your campaign uses the optional feat rules from the
turns, provided you already used your breath weapon, Player’s Handbook, your Dungeon Master might allow
you can roll a d6. On a 6, you regain the use of your these variant traits, all of which replace the human’s
breath weapon. Otherwise, your breath weapon Ability Score Increase trait.
recharges 1 minute after you used it. Ability Score Increase: Two different ability scores of
Using this trait reveals your true nature to any your choice increase by 1.
creature within 30 feet that can see you. Feather Fall: You can cast the feather fall spell once
Sensitive Eyes: While in sunlight, you have with this trait, and regain the ability to cast it this way
disadvantage on Wisdom (Perception) checks that rely when you finish a short or long rest. Those affected by
on sight. this spell can move one foot horizontally for each foot
that they fall.
Zekyl players can choose the shadow dragon as their
Feat: You gain one feat of your choice.
chosen dragon for subclasses that make you choose
between different dragon types. Its damage type is
necrotic. The shadow dragon counts as either a
metallic or chromatic dragon (your choice). Zekyl
Dragon Domain clerics, that chose the shadow dragon
for their Draconic Blessing, will deal necrotic damage
in a 30-foot cone (Dex. Save) with their Dragon's
Wrath Channel Divinity feature. Zekyl Draconic
Bloodline sorcerers can choose necrotic as one of the
damage types when casting the elemental exchange
spell, and can use the absorb elements spell against
necrotic damage as well.

As they grow stronger, they are able to ascend to


dragonhood in a similar manner as half dragons are, and
will become known as drow-dragons. However, due to the
chaotic influences of the shadowfell, they are not truly half
dragons themselves, as they are genetically closer to their
elven lineage. Which is why, when ascended, they consider
themselves an entirely different species.
Due to the chaotic influences of the shadowfell, their
appearance varies, but they always share some draconic
characteristics. Unlike half dragons they do not have a
natural resistance against an elemental type, but instead
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.
53
All dragonwrought kobolds have scales that are tinted in a
Kobold hue that aligns with their respective ancestors. The eggs
When most people think of kobolds, having a draconic that dragonwrought kobolds come from are covered in
ancestor is likely one of the last things that comes to their specks matching the color of their true dragon relative,
mind. Kobolds are cowardly by nature, and have a weaker increasing in size and number over time. These kobolds are
moral standing than most other races. As such they seem to born with a set of reptilian wings, but only some can
have little in common with their draconic ancestors. immediately use them for flight. In most cases it will take
Nevertheless, kobolds are quite capable crafters and practice and experience for them to fully utilize their wings
builders, if they are instructed well enough. And they have to their fullest.
an uncanny natural affinity for tunneling and laying traps. The influence of a dragonwrought kobold's ancestry is
Kobolds can live up to 120 years, but their tendency of deep enough that they are granted several abilities. They
almost comedically getting themselves killed means they are immune to magical sleep effects, and are resistant to
rarely live that long. They are the most numerous of all the paralysis as well as their draconic ancestor's elemental
draconic races, and they are also renowned for their type. Those with chromatic ancestry live up to five times
teamwork. When fighting alongside other kobolds they are longer than regular kobolds, and those with metallic
also far less cowardly. ancestors can live up to ten times longer. Which is rather
What they are most renowned for however is their impressive seeing as kobolds can usually live up to 120
worship of dragons, whose whims and even cruelty they years.
readily forgive. This despite their tendency to be petty and Dragonwrought eggs are usually brought to sacred
spiteful if they don't receive the respect they believe they kobold communities in mountain ranges or other high
deserve as descendants of glorious dragonkind. Indeed, no altitudes, where they focus on training their wings instead
form of treachery comes to mind when a dragon is involved. of digging through the earth and placing traps. They are
And as far as they are concerned, dragonborn and half also more prideful then regular kobolds, but this does not
dragons are every bit as dragon as true dragons are. dissuade other kobolds from revering them in the slightest.
Usually dragonwrought kobolds are born from special
Wild Kobolds eggs, but sometimes the draconic gods bestow the gift of
Those kobolds that are found as opponents to adventurers dragonwrought upon those kobolds who earn their favor.
are usually "wild kobolds" as they are described by those These kobolds are called Urds, named after the draconic
that understand the difference. These kobolds are far less word for wings, and are equally revered.
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,
who are sometimes referred to as "high kobolds" by
scholars, they are renowned trap makers and tunnelers. Playing as a Dragonwrought Kobold
However, these wild kobolds often struggle to survive, and You may choose to play as a regular dragonwrought
as such they are better trained at teamwork, as those that kobold, born with wings from a special egg and
aren't are usually eaten quite early in their lives. This also cherished among your tribe.
means that they are less educated, and far more hostile. If you choose this variant, you gain the Urd Feat
Kobold players may choose to sympathize with their less (page 16) at 1st level, but you lose the following racial
traits: Burrower, Center of Attention. and Skilled
developed cousins, or they could be scornful. Not liking how Trapper (page 15).
these even more cowardly kobolds 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 to 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 humanoid races on the other hand are often met
with suspicion, and the feeling is often mutual. However,
many kobolds are more open, especially if a good meal is
involved. Gnomes however, are generally considered a
racial enemy, though 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.

54
Religion

W
orship is a sensitive topic among the Asgorath has no enemies among the other gods, because
draconic races. On one hand Bahamut is of his neutral point of view. Even those of opposing
often worshipped by half dragons, while alignments can find common cause under the banner of the
Tiamat is usually worshipped by half World Shaper.
dragons of evil alignment. Asgorath, also
known as Io, the Ninefold Dragon, who Bahamut
created the dragon gods and all of Bahamut is the lawful good dragon god of justice, good
dragonkind, cares for the betterment of dragon society as a dragons, metallic dragons, wisdom, and enlightened justice
whole, and those who worship him often have very different (justice tempered with mercy and punishment with
interpretations. Regardless, he cares for all dragon kind, forgiveness). Bahamut is stern and very disapproving of evil,
which includes the draconic races. always arguing with Asgorath about his crusade against it.
Dragonborn on the other hand prefer not to revere gods, He accepts no excuses for evil acts, and doesn't tolerate
and will mostly just tolerate their worship. Especially even minor offenses by evil creatures. Despite his stance,
dragon gods are a touchy subject, as they are generally not he is also considered one of the most compassionate
very fond of true dragons, which extends to the dragon beings in the multiverse. He has limitless empathy
gods. Even as they receive blessings, or fragments, of what for the downtrodden, the dispossessed, and
makes a true dragon, they still do not think fondly of dragon the helpless. He usually prefers to
kind. Most dragonborn believe that the gods created them polymorph those who had offended
as slaves to the dragons, so worship among dragonborn is him instead of killing them,
considered taboo. Most dragonborn who revere gods are although it is also said that
usually paladins, as paladins are purpose driven and honor Bahamut loathes to
bound. They earn the blessings of their gods through deeds, sully himself
not by praying or asking for aid. In their minds they will with the
become so strong and powerful that the entity will blood of
recognize them, see the value within them, and offer its evil
help to them. Which they will accept for the betterment of creatures.
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 main deities of the draconic pantheon are Bahamut
and Tiamat. They are also the ones who enjoy 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 place. 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 lawful
neutral dragon deity of creation. He (or she,
as some traditions suggested) is regarded as
the creator of the multiverse and of dragonkind.
He manipulates the destinies of all dragons
by operating in a way that nobody suspected his
involvement. Asgorath is sup-posed to encompass
all alignments, but is often regarded as neutral. In
the Outer Planes, he is more commonly known as Io.
His holy symbol, an unadorned circle, represents totality.
Some sages believe that Asgorath is an aspect of the
World Serpent concept, while others claim that
Asgorath is actually a primordial that had ascended to
godhood. Regardless, Asgorath is revered by dragons
of all kinds. He is also worshiped by some half dragons,
kobolds, lizardfolk, troglodytes, humans, and even a few
dragonborn.
55
By draconic standards, Bahamut is neither vain or desirous them the tale of "The Violation of Tiamat's Lair." At the
of treasure. He values wisdom, knowledge, prophecies, and tale's end, he would pull out an ornate stone trigger and
songs instead. He uses the great wealth he has amassed bury the assembled deities alive. The subsequent turn of
over the ages to help those in need, while using the magic events differs on whether the myth's teller is a kobold or a
items he has gathered to further his goals. However, he also gnome, but either way Garl Glittergold stumbled across
pursues viciously (usually sending his champions and Kurtulmak's cavern and pulled the trigger, burying the God
followers) those who try to steal the hoard from his palace of the kobolds in his own trap. The kobold version insists
as, after all, he is a god of justice. that Garl Glittergold did so because he was jealous of
Bahamut also likes to prove the strength and worthiness Kurtulmak's creation, whilst the gnomish version claims
of his followers by battling against them in his dragon form, that Garl admired Kurtulmak's work and pulled the
halting the combat when his followers are injured or when keystone out simply to see if it worked.
he overcomes them. However, he is prone to get carried The second story, as told by those kobolds that are more
away by his zeal, and has powerful healers on hand in case civilized, tells an entirely different tale: When Io gave the
he has gravely injured one of his followers in those battles. secret of creation to the first true dragons, the first dragon
While his court is comprised only of gold dragons, to use that secret was Caesinsjach, a green dragon. The
Bahamut enjoys the company of all good dragons, first kobold was Kurtulmak. Caesinsjach chose to
delighting in their differences and varied personalities. 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 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 him-self. 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
Kurtulmak would empower Kurtulmak with
Kurtulmak is the lawful evil or lawful neutral (depending on
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 tell

56
the strength to rebuild the mine, or he would make the
mighty kobold a champion of his people for all eternity. In Ancient Foes
this latter case, the loss of Darastrixhurthi would remain, Dragons are known to be among the most powerful beings
but the memory of what happened would never be in the multiverse. As such there are few that seem to be
forgotten. able challenge their power. However, the multiverse is a fast
All kobolds are far less fearful when fighting alongside place, and the enemies of dragon kind have more than one
their tribe, as they believe that when they die serving their way of bringing ruin to the realms they believe are rightfully
tribe they will be reincarnated as the next egg laid in a theirs.
hatchery. If a kobold dies serving its own need instead of
those of the tribe, it gets reincarnated as the next pup born Primordials
in the dire weasel stables. And if it betrays the tribe, it will
reincarnate as a giant stag beetle. Those who die while The primordials, or dawn titans, are god-like beings made
sacrificing them-selves for the tribe are instead send to of manifest entropy and elemental energy. Long ago, they
Kurtulmak's mine in heaven, and the most productive and used the dragons as slave-steeds in their war with the gods.
loyal kobolds there will be reincarnated as dragons on the Later on they were banished to their own world of Abeir
material plane. Those faithfully serving a dragon, without and took several of their slave-steeds with them. There, the
betraying their tribe, also gain these divine rewards. They dragons rose up against their masters, and were even able
live, they die, they live again. to defeat them. Now they are the ones to rule over Abeir.
Meanwhile, many dragons were left behind by the
Tiamat primordials, and became a dominant species in many
worlds. The primordials still remain a threat however, as
Known as the Dragon Queen, Tiamat is the lawful evil some have vowed to bring dragon kind back under their
dragon goddess of greed and evil dragons. She is the rule. They usually operate through cultists, to manipulate
eternal rival of her brother Bahamut, ruler of the good the draconic races and destroy them from within. These
metallic dragons. cultists pose themselves as virtuous, claiming that their
Tiamat is arrogant, greedy, hateful, spiteful and vain. She dragon blood makes them tended towards evil, and that
never forgives any kind of slight, and is focused in obtaining they must follow the cult for guidance and let the cult take
more power and wealth. She disdains mortals, regarding care of them. Because of the draconic races their tendency
them as mere disposable tools in her schemes. When towards valuing strength and independence, this has
needed, she is charming and fey, but her self-serving and always met with little success. When manipulating the
reptilian personality betrays her sooner or later. Tiamat other mortal races against them on the other hand, they
enjoys the company of male dragons, and has many great have had far better success, as they paint everyone who has
wyrm consorts of the chromatic varieties. She also has an dragon blood in their veins as tyrants to the other races.
insatiable greed for treasures but prefers that her followers While many true chromatic dragons are indeed evil and
bring it to her in the form of gifts instead of searching for must be slain, more than one innocent half dragon or
riches on her own. dragonborn has been the victim of a hateful mob set up by
Tiamat feels only scorn towards her brother, as she primordial cultists.
believes that dragons should dominate the world and rule
over the lesser and weaker races. Nonetheless, if a mortal Bazim-Gorag
follower of her proves his worth, she will indeed bestow her
blessings and strength upon him. Strength and Bazim-Gorag the Firebringer is an ascended primordial and
independence are virtues she is always fond off, and she chaotic evil elemental lord. His appearance is that of a frog-
can even become fond of mortals without draconic blood in like humanoid with red-gold skin and two froglike heads.
their veins. Many of his followers are Slaad, due to him being the
primordial of change. His portfolios are chance and chaos,
and he is invoked by gamblers and anyone who wants the
impossible. More often than not, his assistance comes at a
too high price to pay. His worship is forbidden among the
races of order, as he is revered as the patron of Chaos itself,
and invoked by those who want a twist of fate no matter the
dark price to pay. He poses a significant threat, even to
dragon- kind, as his followers are mainly Slaadi. Slaadi are
twisted frog like beings of pure chaos, and are renowned for
their tremendous power and ability to multiply rapidly at
the expense of other races. Fortunately they are usually only
native to Limbo and the Supreme Throne, a fiendish plane
in the World Tree cosmology. But that doesn't stop the
primordial their cultists from trying to summon them into
the material planes. With all the horrors that come with
them.

57
Dragon's Armory

M
ost magic items are created by Dragonfang Dagger
wizards and artificers, crafted using Weapon (dagger), rare or very rare (requires attunement)
complex spells and techniques
beyond normal people. There are, A single tooth from such a full maw might seem a trifling
however, some that can be made by gift, but such a fang plucked willingly from a young dragon's
anyone – though the materials are too mouth contains within it a fragment of their essence. The
hard for many to attain. hilt is wrapped in leather, carved to fit snugly in your hand.
For those brave enough to confront the most dangerous When you attune to this weapon, a Draconic letter
magical creatures in the multiverse, extraordinary items appears on your palm, the first letter of the name of the
can be crafted by people without a whiff of magical talent to dragon who tore this tooth from their mouth. You gain a +1
call their own. bonus to attack and damage rolls you make with this
weapon. On a hit with this weapon, the target takes an extra
A Dragon's Gift 1d6 damage (the damage type matches the dragon whose
Most adventurers have heard of the extraordinary powers of tooth this dagger was made from). Immediately after you
dragons' scales; however, few know of how much more make a ranged attack with this weapon, it teleports back to
powerful they are when given freely as opposed to those your dragon-branded hand. You can also use a bonus action
taken by force. Those who attune to dragon scale armor to summon the dagger to that hand as long as it is on the
made of these scales gain an extension of the dragon's very same plane of existence. Additionally, this dagger has a
essence. Only rarely does a dragon willingly give up its thrown range of 30/120.
scales, however, as it also grants the wearer immunity An adult or older dragon is even harder to convince to
against that dragon's breath weapon. Equally rare are the part with one of its fangs, as it is also a matter of pride. But
daggers and other weapons made of gifted dragon fangs those that are convinced will grant you a great gift. These
and claws. The Dragon-friend's Armor is especially sought fangs are often rewarded by blue dragons to their
after by druids, who are able to wear this armor due to its Stormscale servants. This Dragonfang Dagger is a very
lack of metal. rare magic item that grants its wielder all the above
benefits, and your attacks with this weapon score a critical
Dragon Species and Damage Types hit on a roll of 19 or 20.
Dragon Resistance If the dragon that provided this fang dies, it becomes a
Black Acid
magical dagger that only retains its +1 bonus.
Blue Lightning Dragonfriend's Armor
Brass Fire
Armor (scale mail), varying rarity (requires attunement)
Bronze Lightning Dragon scale mail made of freely gifted scales is especially
Copper Acid supple and sturdy. As such it doesn't impose disadvantage
on your Dexterity (Stealth) checks, and it has a base AC of
Gold Fire 15 + Dex modifier (max 2).
Green Poison
Age Rarity AC bonus
Red Fire
Wyrmling Uncommon +0
Silver Cold
Young Rare +1
White Cold
Adult Very Rare +2
Dragonclaw War Pick Ancient Legendary +3
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
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
pickaxe.
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.

58
While wearing this armor, you can speak Draconic, you gain Queen's Prism
a bonus to AC based on the age of the dragon, you have Armor (scale mail), legendary (requires attunement)
advantage on saving throws against the Frightful Presence
and breath weapons of dragons, and you have resistance to While dragonfriend's armor is made from one set of gifted
one damage type that is determined by the kind of dragon scales, queen's prism is a patchwork pulled together from
that provided the scales. scales gifted by one of each of the five types of chromatic
You are immune to harmful regional effects and lair dragon, at least one of whom is Ancient. The five types of
actions caused by the dragon that gifted you these scales. If scales slide soundlessly against each other, muffling your
you are subjected to that dragon's breath weapon, you movements and bolstering you against harm. As such it
automatically succeed on the saving throw and take no doesn't impose disadvantage on your Dexterity (Stealth)
damage. checks, and it has a base AC of 15 + Dex modifier (max 2).
If the dragon that provided these scales dies, this armor While wearing this armor, you gain the following benefits:
loses most of its magic, the supple scales harden, and it
becomes magical scale mail that only retains its bonus to You can speak Draconic.
AC. You gain a +3 bonus to AC and saving throws.
You have resistance against acid, cold, fire, lightning and
King's Alloy poison damage.
Armor (scale mail), legendary (requires attunement) A creature that touches you or hits you with a melee
attack while within 5 feet of you takes 5 poison damage
While dragonfriend's armor is made from one set of gifted (you can replace the poison damage with any damage
scales, king's alloy is a patchwork pulled together from type you are immune to).
scales gifted by one of each of the five types of metallic You are immune to harmful regional effects and lair
dragon, at least one of whom is Ancient. The five types of actions caused by a dragon that gifted you these scales.
scales slide soundlessly against each other, muffling your If you are subjected to such a dragon's breath weapon,
movements and bolstering you against harm. As such it you automatically succeed on the saving throw and take
doesn't impose disadvantage on your Dexterity (Stealth) no damage.
checks, and it has a base AC of 15 + Dex modifier (max 2).
While wearing this armor, you gain the following benefits: When you are within 6 miles of a dragon that gifted you
these scales:
You can speak Draconic.
You gain a +3 bonus to AC and saving throws. If you fail a saving throw, as a reaction you can beseech
You have resistance against acid, cold, fire and lightning a dragon that gifted you their scales to expend one of
damage. their legendary resistances to cause you instead to pass.
You are always under the effects of the heroism spell They might choose not to aid you.
cast by a creature with a spellcasting modifier of +9. You share that dragon's damage immunity.
You are immune to harmful regional effects and lair You and the dragon can communicate telepathically.
actions caused by a dragon that gifted you these scales. If any of the dragons that gifted you scales for this armor
If you are subjected to such a dragon's breath weapon, die, you lose the damage resistance associated with that
you automatically succeed on the saving throw and take dragon. If all five dragons that gifted scales for this armor
no damage. die, you die and the armor is destroyed.
When you are within 6 miles of a dragon that gifted you Curse. Once you don this armor, you can't doff it unless a
these scales: creature uses a wish to free you.
Any healing one of you receives, both of you receive. The Dragon's Maw
You share that dragon's damage immunity. Weapon (greataxe), legendary (requires attunement)
You and the dragon can communicate telepathically.
Mounted on an adamantine haft, the twin blades of this
If the gold dragon that gifted you its scales dies, the greataxe are edged with razor sharp teeth gifted from all
heroism spell on you ends. If any of the other dragons that five types of ancient chromatic dragon. At the DM's
gifted you scales for this armor dies, you lose the damage discretion, these teeth can be attached to a different
resistance associated with that dragon. If all five dragons adamantine weapon.
that gifted scales for this armor die, you die and the armor You gain a +3 bonus to attack and damage rolls made
is destroyed. with this magic weapon, and your attacks with this weapon
Curse. Once you don this armor, you can't doff it unless a score a critical hit on a roll of 19 or 20. When you hit a
creature uses a wish to free you. 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
Created by Seb_veteran-sleeper, and added as a
critical hit on the attack roll, the target must succeed on a
collaboration. 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 magical weapon that only retains its +3 bonus.

59
Draconic Magic Items
Although not gifted by Dragons themselves, these magical Draconic Collar of Willful Penitence
items are no less potent. Mortal ingenuity and fascination Wondrous item, rare (requires attunement by a
with these powerful creatures have spurred a surge in dragonborn)
items that reflect Draconic power. They are often This intricate metal collar imbues you with the blessing
crafted by dragonborn and half dragons, and their of Bahamut, the Platinum Dragon. This collar is worn by
creation and possession are ferociously guarded, those dragonborn that wish to follow a path of redemption
though these items are often granted to kobolds for a past sin they are unable to let go of. Once you have
and lizardfolk who have shown their value as allies. performed a sufficient number of good deeds, Bahamut will
Amulet of the Red Dragon grant you the inner peace you sought, and the collar will
Wondrous item, rare (requires attunement) come off.
This item is crafted by half red dragon tribes, and gifted Alternatively, you can even wear this collar for the sake of
to those that have accomplished a great feat for their someone else, gaining enough favor with Bahamut to earn
people. The amulet makes its wearer favorable in his help in saving them. This item can only be given by your
the eyes of chromatic dragons, even if they are not DM through a storyline.
evil themselves. It also shields its wearer against While being attuned to it and wearing it, you gain the
ailments and the effects of fatigue. This makes it following benefits:
an invaluable item for half dragon berserkers. You can use your Breath Weapon trait as a bonus action
While being attuned to it and wearing it, and you can change its damage type to radiant damage.
you gain the following benefits: Good-aligned dragons recognize the symbol, and you
have advantage on Charisma (Persuasion) checks made
Evil-aligned dragons recognize the symbol, to interact with such creatures. Dragonborn that don't
and you have advantage on Charisma (Persuasion) follow any deity consider this collar distasteful,
checks made to interact with such creatures. regardless of your intentions, and you suffer
You gain a + 1 bonus on attack and damage rolls with disadvantage on Charisma (Persuasion) checks made to
melee weapons. interact with such creatures.
You can treat your exhaustion level as if it were one level If you have worn this collar for an extended period of
lower. When you gain over six levels of exhaustion, you time while performing good deeds, without willingly
die. taking it off, then at the DM's discretion the collar can
You can reroll a saving throw that you fail. If you do so, come off on its own and you lose your attunement to it.
you must use the new roll, and you can't use this feature This signals that you have atoned for your sins (or those
again until you finish a long rest. If you start a long rest of others), and you now permanently benefit from the
without having used this feature, you can reduce your first feature of this item, while losing the second feature.
exhaustion by an additional level after finishing that long Gauntlets of Bahamut
rest. 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 another creature, that creature regains
(additional) hit points equal to your proficiency bonus.

60
Helmet of the Ironscale Legionnaire When you are holding this staff without wielding a shield,
Wondrous item, rare or very rare (requires attunement by a and roll damage for a cantrip or roll to restore hit points
dragonborn) through a spell and roll a 1 or 2, you can reroll the die. You
This helmet is granted to those dragonborn that have must use the new roll.
proven their worth within the ranks of an Ironscale Legion, You can add the magical core of your Staff of the
or who have done a great service to the Legion. It grants Apprentice to any other staff, granting it all the above
protection and a taste of the power ease with which true benefits and restrictions. Afterwards the Staff of the
dragons use their birthright: Apprentice becomes an ordinary quarterstaff. You can
While being attuned to it and wearing it, you gain the exchange this core between multiple staves, including
following benefits: magical staves, and an ordinary quarterstaff becomes a new
Staff of the Apprentice.
You gain a +1 bonus to your AC and saving throws.
You add 1d6 to the damage dealt by Vicious Jawguard
your Breath Weapon trait. Wondrous item, uncommon
The helmet has 4 (rare) or 7 These magical metal fangs mould to your teeth, making
(very rare) charges, and your bite cut deeper. This item is popular among races with
regains 1d4 charges at a bite attack, and among owners of predatory pets. This
dawn. You can expend a item magically adapts to the size of the creature's bite.
charge to activate your This item grants its wearer the following benefits:
Breath Weapon racial You gain a bite attack, if you do not already have one.
trait without expending Your fanged maw is a natural weapon, which you can
your normal uses. use to make unarmed strikes. If you hit with it, you deal
You have Darkvision out piercing damage equal to 1d6 + your Strength modifier,
to a range of 60 feet. If you instead of the bludgeoning damage normal for an
already have Darkvision, then unarmed strike.
donning this helmet increases All your bite attacks count as magical for the purpose of
its range by 60 feet. overcoming resistance and immunity to nonmagical
Runic Dragon Tattoo attacks and damage.
Wondrous item (tattoo), rare If you already have a bite attack, then the damage dice of
This tattoo consists of Draconic runes injected your bite attack increase by one step. For example, d4 to
into the skin with a needle. While this tattoo is d6, d6 to d8, etc. (maximum of d12). This damage
on you, you can use an action to cast the haste increase does not stack with class features that improve
or ianna's overcharge (page 64) spell once your unarmed strike, such as the monk's Martial Arts
on yourself, requiring no concentration. feature.
Once you use this feature, you can't use it If you are a dragonborn, your bite deals an extra 1d4
again until the next dawn. damage of the type associated with your Draconic Ancestry.
After the spell ends the tattoo becomes If you are a lizardfolk, then when you successfully hit a
damaged. It can be repaired for a cost of target with your bite, you can use your bonus action to
150 gp worth of materials by someone make a grapple check against that target. While grappling a
proficient in the Arcana or Sleight of Hand target with your bite
skills. You can attune to it as if it were this way, your bite
a magic item; if you do, it will not become has advantage on
damaged when used. You can wear only one attack rolls
Runic Dragon Tattoo. against it.
Staff of the Apprentice
Staff, common (requires attunement by a
cleric or druid)
At their DM's discretion, cleric and druid
players can exchange their starting shield
and melee weapon 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.

61
Appendix
Spells
Draconic Spells

D
ragons are inherently magical beings, and Range: 60 feet
draconic is often used in the study of magic. Components: V
As such it comes as no surprise that they and Duration: Concentration, up to 1 minute
their mortal descendants have created a You curse a foe with mishap, which strikes whenever it slips
multitude of powerful spells throughout the up. When you cast this spell, you can choose a creature you
ages. The most notable of these are silver can see within range.
dragons and half silver dragons. Although At any time before the spell ends, when the target of this
silver dragons have a reputation for being sociable with spell makes an attack roll, you can use your reaction to
humans and elves, they are mostly known for their arcane curse the first attack roll made by the target that turn. If this
knowledge and love for humanity's drive. Silver dragons attack misses, then the target must make a Dexterity saving
actively seek out humans, and mingle among them with throw or fall prone. The target can't stand up from being
their shapeshifting abilities, as they truly love how humanity prone until the start of its next turn.
forces them into action with their short yet active lives. Half
silver dragons share humanity's drive, which is why many Elemental Exchange
have become renowned wizards in their own right, and 3rd-level Evocation
have created their own arcane tradition; the Dragonsinger.
While half green dragons have a reputation for being gifted Classes: Sorcerer
sorcerers, tapping into the magic of their draconic ancestry. Casting Time: 1 action
Range: Self
Blue Dragon's Fury Components: V, S
Evocation Cantrip Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard You tear your foes apart with elemental power, and absorb
Casting Time: 1 action the released energy to heal your own wounds. As part of
Range: Self (10-foot line) this spell choose either acid, cold, fire, lightning, poison, or
Components: V, S thunder damage. Make a melee spell attack against a
Duration: Instantaneous creature within your reach. On a hit, the target takes 2d8
A stroke of lightning forming a line 10 feet long and 5 feet damage of your chosen type, and you regain hit points equal
wide blasts out from you in a direction you choose. Each to the amount of damage dealt. Until the spell ends, you can
creature in the line must make a Dexterity saving throw or make the attack again on each of your turns as an action.
take 1d6 lightning damage. Those affected have If you use the Quickened Spell Metamagic option on this
disadvantage on this saving throw if they are wearing armor spell, you can make all subsequent attacks with this spell as
made of metal. a bonus action. If you choose to do so, then the healing you
The spell's damage increases by 1d6 when you reach 5th receive from this spell on these subsequent attacks is
level (2d6), 11th level (3d6), and 17th level (4d6). halved.
At Higher Levels. When you cast this spell using a spell
Bronze Dragon's Wrath slot of 4th level or higher, the damage increases by 1d8 for
2nd-level Conjuration each slot level above 3rd.
Classes: Artificer, Paladin, Ranger Fury of Tiamat
Casting Time: 1 bonus action 2nd-level Evocation
Range: Self
Components: V, S, M (A javelin) Classes: Artificer, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 30 feet
A javelin of wrath appears in your hands. It has all the Components: V, S
properties of a normal javelin, but instead deals 2d8 Duration: Instantaneous
lightning damage on a hit, and comes back to your hand
after every throw. In addition, if you hit a target twice with As Tiamat's draconic fury fills you, target a creature within
this javelin in a turn, it becomes polarised. While polarised 30 feet. You grow spectral wings that propel you into the air
this way the next 2 attack rolls made with metallic in a line toward that creature. While travelling in this line,
weapons, or dealing lightning damage, against the target you are considered flying and you elevate above any
have advantage, thanks to the attraction of the electricity. creatures that would block your path. Opportunity attacks
At Higher Levels. When you cast this spell using a 3rd- made against you as you move in this line are made with
or 4th-level spell slot, the damage increases to 3d8. When disadvantage.
you cast it using a 5th- or 6th-level spell slot, the damage When you reach the targeted creature, you slam into it
increases to 4d8. When you ast it using a spell slot of 7th with devastating force and the creature makes a Dexterity
level or higher, the damage increases to 5d8. saving throw, taking 2d6 fire damage and 2d6 force damage
on on a failed save, and half as much damage on a
Copper Dragon's Trickery successful one. Additionally, on a failure, the targeted
Enchantment Cantrip creature must make a Strength saving throw to avoid being
Classes: Bard, Cleric, Sorcerer, Wizard knocked prone. If the target is flying or hovering, it can't be
Casting Time: 1 action knocked prone.

63
If you are aloft after this action is completed, you can Magic Fang
descend to the ground at a rate of 60 feet per round, land on Transmutation Cantrip
your feet, and take no falling damage.
At Higher Levels. When you cast this spell using a spell Classes: Druid
slot of 3rd level or higher, the force damage increases by Casting Time: 1 bonus action
1d6 for each slot level above 2nd. Range: Touch
Components: V, S
Gem Dragon's Roar Duration: Concentration, up to 1 minute
3rd-level Enchantment You touch a creature to enhance its natural weaponry. All of
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard the target's natural weapons now count as magical
Casting Time: 1 action weapons. When the target rolls a 1 or 2 on a damage die for
Range: Self (30-foot cone) these weapons, it can reroll the die and must use the new
Components: V roll, even if the new roll is a 1 or a 2.
Duration: Instantaneous Whenever the target deals damage with a natural
You unleash a wave of psychic power in a 30-foot cone out weapon, it can deal its original amount of damage, or 1d6
from you and in a direction you choose. Each creature of (additional bonuses to its damage still apply), whichever is
your choice in the cone must make an Intelligence saving higher.
throw. On a failed save, a target takes 5d8 psychic damage, This damage option increases to 1d8 at 5th level, 1d10 at
and is knocked prone due to the mental onslaught. On a 11th level, and 1d12 at 17th level.
success, a target takes half as much damage and isn't Radiant Mark
knocked prone. Evocation Cantrip
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for Classes: Cleric
each slot level above 3rd. Casting Time: 1 action
Range: 5 feet
Ianna's Overcharge Components: V, M (a weapon)
3rd-level Transmutation Duration: 1 round
Classes: Artificer, Sorcerer, Wizard This spell is favored by clerics of the Dragon Domain, as
Casting Time: 1 action well as other domains that like to get close and personal.
Range: Touch As part of the action used to cast this spell, you must
Components: V, S, M (A piece of copper wire) make a melee attack with a weapon against one creature
Duration: Concentration, up to 1 minute within the spell's range, otherwise the spell fails. On a hit,
This spell was created by the half blue dragon sorceress the target suffers the attack's normal effects and it is
Ianna, to aid her Stormscale brethren in battle. marked until the beginning of your next turn. The next time
Touch one willing ally within range, you infuse them with the marked creature is hit by an attack by a creature other
electric energy. While the spell is active, the target can use a than you, the attack deals additional radiant damage equal
bonus action on each of its turns to teleport up to 15 feet, to your spellcasting ability modifier and the mark is
and it has resistance against lightning damage. After a consumed.
creature makes an attack roll against the target (hit or This spell’s damage increases by 1d8 when you reach 5th
miss), the target can use its reaction to make a weapon level (1d8 + modifier), 11th level (2d8 + modifier), and 17th
attack with advantage against that creature, provided it is level (3d8 + modifier).
within range of the weapon, this attack deals an extra 1d8 Shield of Bahamut
lightning damage. 6th-level Abjuration
Right after the spell ends, the target takes 2d6 lightning
damage and has disadvantage on attack rolls until the end Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
of its next turn, as the electricity escapes its body. Casting Time: 1 reaction, which you take in response to an
incoming threat.
Io's Cursed Foresight Range: Special
7th-level Divination Components: V, S
Classes: Bard, Sorcerer, Warlock, Wizard Duration: Special
Casting Time: 1 action In the face of danger, you create a barrier that protects you
Range: 120 feet and those around you. A faintly glowing sphere of
Components: V, S protection appears in a location of your choice, although
Duration: Instantaneous you must be within the sphere. It has a radius of your
Choose one creature you can see within range, the dragon choice, to a maximum of 20 feet. The sphere originally lasts
primordial Io grants it a momentary glimpse of the future, until the start of your next turn, but at the start of that turn
and it sees a vision of its own demise. you can use your action to maintain the barrier, up to a
The target must make a Wisdom saving throw. On a maximum duration of 1 minute. If you do, you must begin
failed save, it takes 5d8 + 20 psychic damage, and is concentrating on that spell.
stunned for 1 minute, as its mind reels from the vision of its Choose one of the following options. Hazards of the
death. On a successful save, the target takes half as much chosen type cannot physically pass through the barrier or
damage and is incapacitated until the end of its next turn. affect anything within it.
A stunned target can make a Wisdom saving throw at the Physical projectiles.
end of each of its turns, ending the effect on a success. A specific spell or effect, such as a dragon's breath
weapon.
64
An environmental danger, such as falling rocks or lava. You summon and bind a wyvern, which appears in an
At Higher Levels. When you cast Shield of Bahamut unoccupied space within range. The DM has the creature's
using a spell of 7th level or higher, the maximum radius statistics. The wyvern is friendly to you and your
increases by 20 feet for each slot level above 6th. companions for the duration. Roll initiative for the wyvern,
which has its own turns. It obeys any verbal commands that
Summon Wyvern you issue to it (no action required by you). Without
6th-level Conjuration commands it defends itself from hostile creatures but
otherwise takes no actions.
Classes: Sorcerer, Warlock, Wizard If your concentration is broken, the wyvern doesn't
Casting Time: 1 minute disappear. Instead, you lose control of the wyvern, it
Range: 90 feet becomes hostile toward you and your companions, and it
Components: V, S might attack. An uncontrolled wyvern can't be dismissed by
Duration: Concentration, up to 1 hour you, and it disappears 1 hour after you summoned it.
Credits
Thank You!

T
his work was made, not only by my own Zeechet for letting me add her lovely Ianna.
effort, but also with the many suggestions Skjfrd for helping me create the Runic Dragon Tattoo.
and feedback from the people on the Nomiddlename303 for inspiring the Frightful Spell
Unearthedarcana subreddit. I would also like Metamagic Option.
to thank the following people for either Wolfboy702 for inspiring the Dracolich Initiate.
inspiring me or letting me use their content Kumo Kagyu and Noboru Kannatsuki for creating the
as part of this homebrew work. Goblin Slayer universe, which inspired several imagery,
and is published by SB Creative and Yen Press.
Credits Wizards of the Coast and Hasbro for their design for the
Dragon of the Forest, which inspired the druidic dragon.
Tobzors aka Tobias Ravn Taastrøm for making the Wizards of the Coast for their Dungeons & Dragons
Layout and Graphical Design, as well as his great content, as well as inspiring this work with their Races
support. of the Dragon book from 2006.
TheArenaGuy, Zekus720, Pro Spoomer,
OmnipresentRage, MightyMeepo, and DeltaSigma1 for Art Credits
their support with balancing this work.
Galbuscho, Drako_Kureganae, and Vindicte267 for Credit to the art goes to the following talented artists:
helping me with the spelling corrections.
MisterLupov for letting me use and edit his Way of the Blak AT: https://www.pixiv.net/en/users/5675377
Dragon Turtle monastic tradition, and Izzy for helping Barelynormalactivity:
me properly balance it. https://www.deviantart.com/barelynormalactivity
Fanatic66 for letting me use and edit his Dragon Whitemantis: https://www.deviantart.com/white-mantis
Domain. Clover-Teapot: https://www.deviantart.com/clover-teapot
CaelReader whose greater dragonborn inspired the Half David Escribano: https://www.artstation.com/lherad
Dragon player race, and which can be found by using the Ramza Ardyputra:
following link: https://www.artstation.com/ramzapsyru
https://www.dmsguild.com/product/248697/ Dr Welps: https://twitter.com/DrWelps
TalosMaximus for letting me use his Radiant Mark. Jakub Kaktus: https://www.artstation.com/jakubkaktus
Duncehack for inspiring and laying the groundwork for Mad Boogie Creations:
the revised Dragonborn player race. https://www.artstation.com/madboogie
KibblesTasty for inspiring the Path of the Dragon, which Jose Muñoz: https://www.artstation.com/metalratrox
is based on his Path of the Dragon. And for inspiring the Zliva: https://www.deviantart.com/zliva
College of Playful Mockery, which is based on his Bryan Syme https://www.artstation.com/bryansyme
College of Lyrical Genius. Jordy Knoop:
Dreamsandpixies for inspiring the Oath of Draconic https://www.artstation.com/jordyskateboardy
Majesty. Lloyd Hoshide: https://www.artstation.com/lloydo6
King-Starman for inspiring the Poisoner feat. Alorix: https://www.deviantart.com/alorix
Myrmidon2000 for letting me use his Jen Tai character. Lavellearts: https://www.deviantart.com/lavellearts
LaserLlama for Inspiring the Supply Specialist, and
letting me use his Quartermaster's ration system.
KajaGrae for letting me use his Memento Mori spell, and
letting me re-flavor it as the Io's Cursed Foresight spell. Recommendations
Enderluck, TheArenaGuy, Henry_Smithy, I would like to recommend the amazing Dragon
BenevolentEvilDM, Xyrlian, belithioben for inspiring the Apprentice Ranger by TheArenaGuy.
Dragon Magic spell list. Or, if you want to play as a full dragon, then I would
Icybeard for letting me use his Reptile Regeneration recommend ChimericWilder his Demi-Dragon
feat.
Seb_veteran-sleeper for letting me use his dragon items. Although it is not Dragon themed, I would also like to
recommend the Humblewood Campaign setting, even
Bardthebuilder for inspiring the Dragon Collar of if you are using a different setting. The Corvum birdfolk
Penitence. are ideal for playing a pragmatic race that is
Griff-mac for inspiring the Helmet of the Ironscale misunderstood and willing to do what is necessary to
Legionnaire and the Gloves of Bahamut. help their friends. You can find the Humblewood free
Enraric for inspiring the Purple Dragon Knight. playtest on the Deck of Many their official website,
LaserLlama and theSoundofNoice for inspiring the which includes the Corvum player race. The Corvum
Circle of Savagery with their Circle of the Ancients and are an ideal race for my homebrew Oath of Pragmatism,
for those that want to play a practical paladin.
Savagery. I strongly recommend purchasing the full
Kermit for giving advice with regards to balance. Humblewood campaign setting, as a way to support its
Monkey DM (on Patreon) and TabaxiTaxidermist for creators. It also provides you with the full content and
inspiring the Stormscale, and Monkey DM for letting me experience, as well as many beautiful artworks.
use his spells from this Northern Lights Compendium.
Harkus959 for his advice on the Stormscale and the
PotD.
ChimericWilder for his great balancing advice, and also
for his suggestion for the breath weapon damage
progression.
67

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