The Great Dragon Bestiary - Rekindled

by Kovaud

Search GM Binder Visit User Profile

Great Dragon Bestiary: Rekindled

Authors Note

This bestiary was made because I felt there was a distinct lack of unique dragons. It's been about a full year since the first release of this bestiary. It has gone through many changes and iterations since I first released it out into the wild and my skill has greatly improved as well in that time! Hopefully this is much better than the original!

Finally, the third version of the Great Dragon Bestiary! This was the first large project I worked on, and now it's even bigger! With the addition of the Drakesoul class, new subclasses, more dragons, spells, and more!

Cover art by Diego Rodriguez

Drakesoul art by Leynok

Chapter 1:

Dragons

There are many different types of dragons that roam the world calling it their home. There are the common metallic and chromatic dragons, and then there are more unique dragons such as the lung dragon or the world serpent itself.

Lung Dragon

They are known as the bringers of rain and seeing them is often seen as a sign of good harvest. They're most often spotted chasing their cosmic pearl across a stormy sky. Their pearl is flawless and where it comes from and how the dragon obtains it is subject to pure conjecture. Killing one of these dragons is thought to bring about 10 years of bad luck. The only manifestation of the ol' dragon hoard mentality they have is the ornate palaces they call their homes. These palaces are located high up, such as built into the side of a mountain or on top of a tower, or in the depths of the sea.



Lung Dragon

Huge dragon, chaotic good


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30ft., fly 90 ft., swim 45ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 19 (+4) 15 (+2) 18 (+4) 15 (+2)

  • Damage Resistances nonmagical bludgeoning, slashing, and piercing damage; cold, fire
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 180 ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 13 (10,000 XP)

Legendary Resistance (3/Day). If the lung dragon fails a saving throw, it can choose to succeed instead.

Amphibious. The lung dragon can breathe normally in both air and water.

Fear of Five Colors. If the lung dragon takes 5 different types of damage in a single round, the lung dragon cannot take legendary actions until the end of its next turn.

Actions

Multiattack. The lung dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 18 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit 14 (2d6 + 6) slashing damage plus 2 (1d4) lightning damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage.

Frightful Presence Each creature of the lung dragon's choice that is within 120 feet of the lung dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lung dragon's Frightful Presence for the next 24 hours.

Cosmic Pearl (Recharge 5-6) The lung dragon hurls a sphere of energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) damage of one of the following types (dragon's choice): cold, fire, force, lightning, or thunder. On a successful save, a creature takes half as much damage.

Legendary Actions

The lung dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lungdragon regains spent legendary actions at the start of its turn.

Detect. The lung dragon makes a Wisdom (Perception) check.

Claw Attack. The lung dragon makes a claw attack.

Tail Attack. The lung dragon makes a tail attack.

Jörmungandr

The World Serpent is one of the more legendary dragons. Jörmungandr is said to be so large that he circles the entire world. His scales are coated in poison and his breath is acid. His awakening is seen as one the signs of Ragnarok.

Legends say that he was born of the trickster himself. His creation seen a great trick on the fate of the world itself, as through its creation may come the worlds destruction.



Jörmungandr

Gargantuan dragon, neutral evil


  • Armor Class 19
  • Hit Points 350 (20d20 + 140)
  • Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 25 (+7) 22 (+6) 18 (+4) 20 (+5)

  • Damage Immunities Acid; bludgeoning, piercing, and slashing from nonmagical attacks, poison.
  • Damage Resistances cold
  • Condition Immunities frightened, paralyzed, poisoned
  • Senses truesight 60 ft., passive Perception 14
  • Languages Abyssal, Celestial, Infernal, and Primordial, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Legendary Resistance.(3/day) If Jormungandr fails a saving throw, it can choose to succeed instead.

Amphibious. Jörmungandr can breathe air and water.

Freedom of Movement. Jörmungandr ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non-magical restraints or being grappled.

Siege Monster. Jörmungandr deals double damage to objects and structures.

Poisonous Carapace. When a creature hits Jörmungandr with a nonmagical melee weapon attack, roll a d6. On a 6, the creature is poisoned for 1 minute.

Actions

Multiattack. Jörmungandr makes one bite attack and two tail attacks.

Bite. Melee Weapon Attack. +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage.

Tail. Melee Weapon Attack. +17 to hit, reach 30 ft., and one target. Hit: 20 (3d6 + 10) bludgeoning damage.

Tsunami. Jörmungandr magically creates a wave of acidic seawater originating from it in a 5-foot line that is 30 feet wide. Each target must make a DC 21 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

Poison Breath (Recharge 5-6) Jörmungandr exhales poisonous gas in an 80-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 77 (10d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Jörmungandr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jörmungandr regains spent legendary actions at the start of its turn.

Detect. Jormungandr makes a Wisdom (Perception) check.

Tail. Jörmungandr makes one tail attack.

Tsunami. Jörmungandr uses Tsunami.

Mushussu

The Mushussu are loyal servants to kings and their empires. They are a one of the few breeds of dragon that serve mortals. They pull the chariots of royalty and are popularly depicted as mounts for the gods.

They are an ancient breed of dragon, some say they are the ancestors of modern dragons. However, some remain to this day seeking out their long dead masters. They roam the ancient deserts, guarding the ruins of ancient kingdoms buried beneath the sand.



Mushussu

Large dragon, lawful good


  • Armor Class 16
  • Hit Points 92 (8d10 + 48)
  • Speed 45ft., fly 45 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 22 (+6) 16 (+2) 13 (+2) 15 (+3)

  • Damage Resistances radiant, fire, bludgeoning
  • Senses Tremorsense 30ft., Darkvision 60ft., passive Perception 12
  • Languages Understands Common, Draconic but cannot speak it.
  • Challenge 8 (3,900 XP)

Magic Resistance. The mushussu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The mushussu makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) radiant damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.

Royal Charge (Recharge 5-6) The mushussu moves up to 60 feet in a straight line and can move through the space of any creature smaller than Large. When it moves through a creature's space during this move, the creature must make a DC 18 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Joppa

A vicious beast of the sea. The joppa is a tusked behemoth that dwells in cold ocean waters. It terrorizes coastal settlements and will demand sacrifices if the villages wish to be spared their unholy wrath. After generations of clerics and paladins hunting them down, their numbers have dwindled and now they hold a grudge against anyone who serves the gods.

The joppa resembles a massive whale with draconic features such as scales and undeveloped wings that dwells in the ocean, preying upon those who dare underestimate the might and majesty of the sea. Many tales of the joppa are tolde throughout the world. One such tale tells of a sailor whose obsession with it drove him and his crew to madness, and in the end they perished to its wrath.

Another tale tells of a martyr who was asked by his deity to row out into the middle of the sea and challenge such a beast. The martyr was swallowed by the joppa and spent 10 days and 10 nights in its belly. After which he fought his way out and swam to shore.



Joppa

Huge Dragon, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 296 (24d12 + 140)
  • Speed swim 45ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 24 (+7) 12 (+1) 10 (+0) 7 (-2)

  • Damage Resistances cold, bludgeoning, piercing
  • Senses tremorsense 30ft., darkvision 120ft., passive Perception 10
  • Languages Understands Draconic but cannot speak it.
  • Challenge 20 (25,000 XP)

Hold Breath. The joppa can hold its breath for up to 10 hours.

Legendary Resistance (1/day). If the joppa fails a saving throw, it can choose to succeed instead.

Blood in the Water. Joppa has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Leviathans Wake. Whenever the joppa drops to less than half its maximum hit points, its swim speed becomes 100 feet.

Actions

Multiattack. It makes three attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Whenever the joppa bites a creature it can choose to attempt to grapple the creature. If the joppa succeeds, the creatures is grappled in its mouth. The joppa can only have one creature grappled in this way at a time.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.

Swallow. The joppa makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the joppa, and it takes 35 (10d6) acid damage at the start of each of the joppa's turns. If the joppa takes 40 damage or more on a single turn from a creature inside it, the joppa must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the joppa. If the joppa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Torrent (Recharge 5-6) The joppa launches a jet of water from its mouth forcing all creatures in a 30-foot cone to make a Dexterity saving throw, (DC 18) taking 25 (5d10) cold damage on a failed save or half as much on a successful one.

Terra Dragon

Born from the shifting sands of the desert. They are extremely attuned to the ways of the earth. They make lairs within sprawling stone structures they form from the earth. They lack an innate breath weapon and make up for it with their mastery of earth based magic.

The lair of an terra dragon is extremely easy to spot as they use their earth magic to pull from the ground massive stones and shape them into a labrynth. The telltale sign of an terra dragon is the debris they leave in their wake, such as massive stone or small ravines.

A terra dragon has many large scales that jut from its body that resemble stones. In fact, some mistake sleeping terra dragons for realistic statues. The first terra dragon was created far out in the center of a massive desert, who created it and how no one knows.


Terra Dragon

Huge dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 217 (15d12+120)
  • Speed 25ft., fly 35ft., burrowing 45ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 26 (+8) 14 (+2) 18 (+4) 10 (+0)

  • Saving Throws Str +12, Dex +6, Con +13, Wis +9
  • Skills Insight +9, Stealth +6, Perception +9
  • Damage Resistances Lightning
  • Damage Immunities damage from nonmagical piercing and slashing weapons
  • Senses Blindsight 30ft., Darkvision 45ft., Tremorsense 120ft., passive Perception
  • Languages Common, Draconic, Primordial (Terran)
  • Challenge 16 (15,000)

Hold Breath. The terra dragon can hold its breath for up to 10 hours.

Spellcasting. The terra dragon is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +9 to hit with spell attacks). The terra dragon has the following spells prepared:

  • Cantrips (at will): magic stone, mold earth
  • 1st level (3 slots): earth tremor, thunderwave
  • 2nd level (2 slots): earthbind, maximilian's earthen grasp
  • 3rd level (2 slots): erupting earth, wall of sand
  • 4th level (2 slots): hallucinatory terrain, stone shape
  • 5th level (1 slot): wall of stone, transmute rock

Actions

Multiattack. The terra dragon makes a bite attack and a claw attack.

Bite. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, +5ft, one target. Hit: 14 (3d4 + 7) slashing damage.

Dragon Golems

Golems are normally created with great elemental powers. Usually the animating force for such golems are elementals from the Plane of Earth. These golems are instead animated by the spirits of mighty dragons.

Whenever a dragon golem is created, someone must first shape a physical form for it either from stone or iron. And then the soul of a dragon that yearns to have form again is drawn into the vessel and then awakened.


Drakestone Golem

Large construct, true neutral


  • Armor Class 16 (natural armor)
  • Hit Points 97 (9d10 + 48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 18 (+4) 11 (0) 13 (+2) 8 (-1)

  • Damage Resistances lightning, necrotic.
  • Saving Throws. Con +8
  • Senses passive Perception 12
  • Languages Understands Draconic but cannot speak.
  • Challenge 11 (7,200 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Statuesque Appearance. While the golem remains motionless it is indistinguishable from a draconic statue

Magic Resistance The golem has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 18 (3d8 + 7) piercing damage.

Repulsion Breath. (Recharge 5-6) The drakestone golem exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the drakestone golem.


Ironwyrm Golem

Large construct, true neutral


  • Armor Class 18 (natural armor)
  • Hit Points 108 (11d10 + 48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 11 (0) 13 (+2) 8 (-1)

  • Damage Resistances Fire, necrotic.
  • Saving Throws. Str +8
  • Senses passive Perception 12
  • Languages Understands Draconic but cannot speak.
  • Challenge 12 (8,400 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance The golem has advantage on saving throws against Spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Immunity to Rust. The golem is immune to rust effects whether magical or not, such as that caused by a rust monster.

Actions

Multiattack. The golem makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) fire damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 18 (3d8 + 7) piercing damage.

Fire Breath. (Recharge 5-6) The golem exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Storm Dragon

These are powerful creatures born from dragon eggs exposed to the elemental powers of the elemental plane of air. Known as the "Rulers of the Storm" they have dominion over the sky. This has often been disputed by blue dragons and bronze dragons, who both have some power over lightning.


Storm Dragon

Large dragon (elemental), chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 231 (22d10 + 110)
  • Speed 45ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 14 (+2) 13 (+1) 16 (+3)

  • Saving Throws. Dex +4, Con +9, Cha +7
  • Skills. Perception +6, Arcana +6, Stealth +4
  • Damage Immunites. lightning
  • Damage Resistances. cold
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 15
  • Languages Draconic, primordial
  • Challenge 13 (10,000 XP)

Storm Conduit. While a storm is active, all attacks made by the storm dragon deals an additional 1d10 lightning damage.

Tempest Form. The storm dragon can disguise itself as a storm. When it does so, it is indistinguishable from a regular storm and cannot take any actions or damage and can only move.

Actions

Multiattack. The storm dragon makes 3 attacks: one with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Lightning Bolt. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 16 (3d8 + 3) lightning damage.

Lightning Breath (Recharge 5-6). The storm dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragon Skull

A reanimated skull commonly used as sentries by those that reanimated it. They hover along quietly along the halls of wherever they are commanded to guard. The most recent use of them was seen by the vampire Aulfrin, who employed them in his floating castle in Pioret.


Dragon Skull

Medium und(h)ead, chaotic evil


  • Armor Class 15
  • Hit Points 19(3d8+6)
  • Speed 0ft, fly 10ft (only hover)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 8 (-1) 6 (-2) 6 (-2)

  • Saving Throws Con +7
  • Damage Resistances fire, necrotic
  • Senses darkvision 30ft., passive Perception 8
  • Languages Understand Draconic and Primordial but cannot speak.
  • Challenge 1 (100 XP)

Actions

Fireball. The dragon skull launches a fireball in a 5 by 30-foot line. Each creature in that line must make a DC 14 Dexterity saving throw, taking 6 (1d8+2) fire damage on a failed save, or half as much damage on a successful one.

Juturu, The Great Dragon

A massive dragon that is not born of this world. It came from a meteor of great size that housed its egg. The meteor it arrived on caused a great cataclysm. It is 40 feet tall and 90 feet long. Its back is covered in crystalline structures that it seems to store power in. The origins of Juturu are unknown, however many theorize that he came from the depths of outer space.



Juturu

Gargantuan dragon (titan), neutral evil


  • Armor Class 20
  • Hit Points 697 (34d20+340)
  • Speed 45ft., fly 100ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 17 (+3) 10 (+0) 19 (+4)

  • Saving Throws Int +12, Wis+9, Cha +14
  • Damage Vulnerabilities weapons made from adamantite and thruumarium
  • Damage Immunities fire, necrotic, bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120ft., blindsight 60ft., passive Perception 10
  • Languages Draconic, Primordial
  • Challenge 30 (155,000)

Legendary Resistance(3/day). If Juturu fails a saving throw, it can choose to succeed instead.

Magic Resistance. Juturu has advantage on saving throws against spells and other magical effects.

Siege Monster. Juturu deals double damage to objects and structures.

Breathless. Juturu doesn't need to breathe.

Actions

Multiattack. Juturu can use its Frightful Presence. It then makes five attacks: three with its claws, and two with its tail. It can use its Breath of Starlight in place of both of its tail attacks, if it is available.

Bite. Melee Weapon Attack: +19, reach 10ft., one target. Hit 29 (3d12+10) piercing damage

Claw. Melee Weapon Attack: +19, reach 15ft., one target. Hit 23 (3d8+10) slashing damage

Tail. Melee Weapon Attack: +19, reach 20ft., one target. Hit 20 (3d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Juturu's choice that is within 120 feet of Juturu and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Juturu's Frightful Presence for the next 24 hours.

Breath of Starlight. Juturu exhales prismatic, starlight in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Juturu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Juturu regains spent legendary actions at the start of their turn.

Detect. Juturu makes a wisdom (Perception) check.

Attack. Juturu makes one claw attack or tail attack.

Move. Juturu moves up to half its speed.

Wing Attack. Juturu beats its wings. Each creature within 15 feet of Juturu must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Juturu can then fly up to half its flying speed.

Adamantine Dragon

The most powerful and elusive of all the metallic dragons. Only barely surpassing gold dragons in sheer might.

They are sleek and sinewy with impressive musculature displaying its might. It's a regal creature that stands tall and proud above all others. It's scales shimmer between crimson and indigo in color. An adamantine dragon wyrmling has crimson scales with indigo specks and as it matures these specks grow larger until their scales are entirely indigo.

Hunted by Most. Adamantine dragons keep to themselves far from others as they are often hunted in the hopes that their hide and bones can be used to make very powerful weapons and armor. This is true, but it's still unappreciated by all adamantine dragons.

Hidden Lairs. They make their lairs in far-off places such as isolated valleys, lone mountains with high reaching peaks, and strange places in other planes of existence. They are particularly fond of commandeering the floating castles of cloud giants and take them for their own.

Hiding Among Mortals. Adamantine dragons make great use of the ability of metallic dragons to change shapes. When they feel the need to come out of hiding for a short time and mingle among normal people they usually take the form of knights in plate armor.

An Adamantine Dragon's Lair

Adamantine dragons make their lairs in hidden and nearly inaccessible places.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon steadies itself. The dragon has advantage on Strength saving throws and cannot be moved against its will until initiative count 20 on the next round.
  • One creature that the dragon can see within 120 feet of it must succeed on a Wisdom saving throw or become lost in an illusory maze. While lost all attacks made against the creature have advantage and the creature cannot attack. To escape, the creature must use its action to make a Wisdom check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round.

Regional Effects

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

  • The dragon keeps an ever watchful eye over its domain. All creatures within 1 mile of the radius have disadvantage on Stealth checks made against the dragon.
  • Ominous fog rolls along the ground within 6 miles of the dragon's lair. The fog lightly obscures the area and as it rolls along it takes the shape of flying creatures such as Roc's or lesser dragons.
  • Adamantine weapons within 1 mile of the dragon's lair deal an additional die of damage except against the dragon.



Ancient Adamantine Dragon

Gargantuan dragon, lawful neutral


  • Armor Class 23 (natural armor)
  • Hit Points 594 (29d20+290)
  • Speed 55ft., burrow 60ft., fly 90ft., swim 50ft.

STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 30 (+10) 20 (+5) 19 (+4) 28 (+9)

  • Saving Throws Str +11, Dex +9, Con +10, Wis +6,
  • Skills Athletics +18, Arcana +13, Perception +12, Stealth +16
  • Damage Resistances fire, cold, acid
  • Damage Immunities force
  • Condition Immunities frightened, charmed
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 25 (75,000 XP)

Adamantine Scales. Critical hits made against the dragon are treated as normal hits.

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 15ft., one target. Hit: 23 (3d8 + 10) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice , ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales force energy in a 60-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 82 (15d10) force damage on a failed save, or half as much damage on a successful one.

Binding Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 27 Wisdom saving throw or be charmed by the dragon 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.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (3d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Adamantine Dragon

Huge dragon, lawful neutral


  • Armor Class 20 (natural armor)
  • Hit Points 275 (19d12+152)
  • Speed 45ft., burrow 40ft., fly 90ft., swim 40ft.

STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 28 (+8) 21 (+5) 16 (+3) 24 (+7)

  • Saving Throws Str +11, Dex +9, Con +10, Wis +6,
  • Skills Perception +6, Stealth +9
  • Damage Resistances fire, cold, acid
  • Damage Immunities force
  • Condition Immunities frightened, charmed
  • Senses blindsight 30ft., darkvision 60ft., passive Perception 15
  • Languages Common, Draconic
  • Challenge 18 (20,000 XP)

Adamantine Scales. Critical hits made against the dragon are treated as normal hits.

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice , ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales force energy in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 71 (13d10) force damage on a failed save, or half as much damage on a successful one.

Binding Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Wisdom saving throw or be charmed by the dragon 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.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (3d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Adamantine Dragon

Large dragon, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d10+108)
  • Speed 45ft., burrow 40ft., fly 90ft., swim 40ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 18 (+4) 14 (+2) 20 (+5)

  • Saving Throws Str +11, Dex +9, Con +10, Wis +6,
  • Skills Perception +6, Stealth +9
  • Damage Resistances fire, cold
  • Damage Immunities force
  • Condition Immunities frightened, charmed
  • Senses blindsight 30ft., darkvision 60ft., passive Perception 15
  • Languages Draconic
  • Challenge 11 (7,200 XP)

Adamantine Scales. Critical hits made against the dragon are treated as normal hits.

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales force energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 60 (11d10) force damage on a failed save, or half as much damage on a successful one.

Binding Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or be charmed by the dragon 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.


Adamantine Dragon Wyrmling

Medium dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 66 (9d8+36)
  • Speed 35ft., burrow 30ft., fly 60ft., swim 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 15 (+2) 12 (+1) 16 (+3)

  • Saving Throws Str +7, Dex +5, Con +6, Wis +3,
  • Skills Perception +3, Stealth +5
  • Damage Resistances fire
  • Damage Immunities force
  • Condition Immunities frightened
  • Senses blindsight 15ft., darkvision 60ft., passive Perception 15
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Adamantine Scales. Critical hits made against the wyrmling are treated as normal hits.

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales force energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 22 (4d10) force damage on a failed save, or half as much damage on a successful one.

Binding Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be charmed by the wyrmling 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.

Primal Dragons

Primal dragons are the product of a full reversion within a chromatic dragons psyche and physiology. They lack the intelligence and sentience of normal dragons, but more than make up for it in sheer power.

Primal Red Dragon

Known as wildfire dragons due to the great heat they exude or smelter dragons as that very same heat is capable of melting metal within this extreme heat. They dwell in volcanic regions and are often the cause of volcanic eruptions.

Primal White Dragon

A primal white dragon is a creature of untamed winter and are often called walking blizzards or frost dragons. They exude the very presence of winter and dwell in cold, northern environments.

Primal Blue Dragon

Primal blue dragons are creatures of rampant storms and the fury they bring. They are often called Typhoon dragons, and bring with them raging storms. As destructive as they are, they are often found in deserts and bring rain to areas where it is often needed.

Primal Green Dragon

Primal green dragons are seen as guardians of the forest and are snakelike in appearance. They often called the serpents of the forest or venom dragons. They leave behind trails of poison and emanate deadly clouds of poison.

Primal Black Dragon

Primal black dragons are seen as desecrators of the land as they kill nearly all live in its path. They are often called death dragons or corruption dragons. They leave trails of acid in their wake and have corrosive auras that corrode mundane weapons and armor.



Primal Red Dragon

Huge dragon, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 304 (21d12 +168)
  • Speed 45ft., fly 80ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 26 (+8) 7 (-2) 6 (-2) 4 (-3)

  • Saving Throws Str +9, Dex +3, Con +8
  • Skills Athletics +15, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 14
  • Languages ---
  • Challenge 19 (22,000 XP)

Blazing Aura. The dragon radiates an aura out to 60 feet. All creatures that start their turn in this aura or enter it must make a DC 23 Constitution saving throw. On a failed save they take 26 (4d12) fire damage, and half as much on a successful save. In addition all metal objects within this range are subject to the spell Heat Metal.

Actions

Multiattack. The dragon makes 3 attacks: 2 bite and 1 tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (2d10 + 9) piercing damage and 5 (1d10) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage and 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and 4 (1d8) fire damage. On a successful hit the target must also make a DC 23 Strength saving throw, on a failed save the target is knocked prone.

Breath of the Furnace (Recharge 5-6). The dragon exhales fire in a 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.


Primal White Dragon

Huge dragon, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20+144)
  • Speed 45 ft., burrow 45 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 27 (+8) 5 (-3) 6 (-2) 2 (-4)

  • Saving Throws Str +9, Dex +3, Con +8
  • Skills Athletics +15, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities cold
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 14
  • Languages ---
  • Challenge 19 (22,000 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Wintry Aura. The dragon radiates an aura out to 60 feet. All creatures that start their turn in this aura or enter it must make a DC 23 Constitution saving throw. On a failed save they take 26 (4d12) cold damage, and half as much on a successful save. In addition, all terrain in this aura is treated as magical difficult terrain.

Actions

Multiattack. The dragon makes 3 attacks: 2 bite and 1 tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (2d10 + 9) piercing damage and 5 (1d10) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage and 3 (1d6) cold damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and 4 (1d8) cold damage. On a successful hit the target must also make a DC 23 Strength saving throw, on a failed save the target is knocked prone.

Breath of Winter (Recharge 5-6). The dragon exhales frost in an 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one.


Primal Blue Dragon

Huge dragon, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20+144)
  • Speed 45 ft., burrow 45 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 27 (+8) 5 (-3) 6 (-2) 2 (-4)

  • Saving Throws Str +9, Dex +3, Con +8
  • Skills Athletics +15, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities Lightning
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 14
  • Languages ---
  • Challenge 19 (22,000 XP)

Steps of Thunder. The dragons footsteps echo with the sound and force of thunder. As it moves it deals 1d4 thunder damage to creatures that are within 5 feet of it as it moves.

Tempestuous Aura. The dragon radiates an aura out to 60 feet. All creatures that start their turn in this aura or enter it must make a DC 23 Constitution saving throw. On a failed save they take 26 (4d12) lighnting damage, and half as much on a successful save. In addition, creatures in this radius have disadvantage on Athletics check as they become slick with rain.

Actions

Multiattack. The dragon makes 3 attacks: 2 bite and 1 tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (2d10 + 9) piercing damage and 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage and 3 (1d6) lightning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and 4 (1d8) lightning damage. On a successful hit the target must also make a DC 23 Strength saving throw, on a failed save the target is knocked prone.

Breath of Tempest (Recharge 5-6). The dragon exhales lightning in an 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.


Primal Green Dragon

Huge dragon, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20+144)
  • Speed 45 ft., burrow 45 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 27 (+8) 5 (-3) 6 (-2) 2 (-4)

  • Saving Throws Str +9, Dex +3, Con +8
  • Skills Athletics +15, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities Poison
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 14
  • Languages ---
  • Challenge 19 (22,000 XP)

Trail of Poison. Whenever the dragon moves, it leaves a trail of poison behind it in a 10 foot wide line. Creatures that move into or pass through this trail take 2d6 poison damage.

Poisonois Aura. The dragon radiates an aura out to 60 feet. All creatures that start their turn in this aura or enter it must make a DC 23 Constitution saving throw. On a failed save they take 26 (4d12) poison damage, and half as much on a successful save. In addition, all creatures within this radius are poisoned.

Actions

Multiattack. The dragon makes 3 attacks: 2 bite and 1 tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (2d10 + 9) piercing damage and 5 (1d10) poison damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage and 3 (1d6) poison damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and 4 (1d8) poison damage. On a successful hit the target must also make a DC 23 Strength saving throw, on a failed save the target is knocked prone.

Breath of Venom (Recharge 5-6). The dragon exhales a cloud of poison in an 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.


Primal Black Dragon

Huge dragon, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20+144)
  • Speed 45 ft., burrow 45 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 27 (+8) 5 (-3) 6 (-2) 2 (-4)

  • Saving Throws Str +9, Dex +3, Con +8
  • Skills Athletics +15, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities Acid
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 14
  • Languages ---
  • Challenge 19 (22,000 XP)

Trail of Death. As the dragon walks, it leaves a trail of death in a 10 foot wide line. Nonmagical plants in this line die instantly.

Corrosive Aura. The dragon radiates an aura out to 60 feet. All creatures that start their turn in this aura or enter it must make a DC 23 Constitution saving throw. On a failed save they take 26 (4d12) acid damage, and half as much on a successful save. In addition, nonmagical weapons take -1 to attack and damage rolls and armor has their armor class reduced by 1.

Actions

Multiattack. The dragon makes 3 attacks: 2 bite and 1 tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (2d10 + 9) piercing damage and 5 (1d10) acid damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage and 3 (1d6) acid damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and 4 (1d8) acid damage. On a successful hit the target must also make a DC 23 Strength saving throw, on a failed save the target is knocked prone.

Breath of Corrosion (Recharge 5-6). The dragon exhales acid in an 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.

Chapter 2:

Class:

Drakesoul

Standing tall and proud atop a plateau armored in ornate half-plate armor is an elf with red glowing eyes. In a flash, the elf unfurls previously unseen wings and flies high into the air.

A human is suddenly interrupted from their slumber by a sudden bout of terror. On the streets outside their home an orc stands surrounded by the terrifying visage of a great dragon, while a band of criminals flees.

A bandit jumps out to rob a traveling dragonborn. The dragonborn grins, and unleashes a blast of crimson energy from their maw. Instilling within their attacker a sense of their own mortality, causing them to flee.

These three examples are each Drakesoul. Within them they house the foundation of draconic power that normally only dragons would call their own. This foundation is what dragons harness to call upon their breath weapon, and is sometimes found among others.

Gift of Old

The power that the Drakesoul call their own was originally reserved only for those of dragonkind. This power was however gifted to a select few many years ago by a dragon who feared for the safety of the weaker races. These first few were charged with protecting the weaker races from the ire that they drew from dragons in the older days. This gift went on and was passed onto the descendants of those first few. This gift was also given to others throughout the years when it was needed.

Soul of Dragonkind

The soul is the foundation upon which all dragonkind fuel themselves. From their innate breath weapon all the way to the terrifying presence they can exude. Drakesoul are unique in that they manage to shape this power into different forms to suit their needs. Some harness it to call upon the arcane, other use it to control the elements. The source is the same, while the results are various. It is much like the Weave, in that even though the source of power is the same, it is used in a variety of ways.

Drakesoul
Level Proficiency Bonus Features Draconic Deeds Drake Points
1st +2 Draconic Soul 2 4
2nd +2 Wyrmspeech 2 4
3rd +2 Draconic Calling Feature, Elemental Manifestation 2 5
4th +2 Ability Score Increase 2 5
5th +3 Extra Attack 3 5
6th +3 Draconic Calling Feature 3 6
7th +3 Ability Score Increase 3 6
8th +3 Font of Energy 3 6
9th +4 Draconic Calling Feature 4 7
10th +4 4 7
11th +4 Ability Score Increase 4 7
12th +4 Rending Claws, Swift Flight 4 8
13th +5 Extra Attack (2) 5 8
14th +5 Draconic Calling Feature 5 8
15th +5 Ability Score Increase 5 9
16th +5 5 9
17th +6 Draconic Calling Feature 6 9
18th +6 Ability Score Increase 6 10
19th +6 6 10
20th +6 Draconic Evocation 7 10

Creating a Drakesoul

When making a drakesoul, consider how they came to possess this power? Are they descended from those who the power was originally gifted to? Or possibly they found themselves in peril and were shown pity by a dragon and were saved and then gifted the power in order to protect themselves in the future?

If the power was gifted, are you considered in debt? Are you tasked with a quest? How do draconic beings feel about your existence? Do they despise you or simply not care?

Quick Build

You can make a drakesoul quickly by following these suggestions. First, make Charisma your highest score. Your next highest score should be Constitution. Second, choose the Outlander background.

Class Features

As a Drakesoul, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Drakesoul level
  • Hit Points at 1st Level: 8 + your Constitution modifer
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per drakesoul level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple Weapons, shortswords
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Insight, Perception, History, Nature, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneers pack or (b) an explorers pack
  • Hide armor, any simple weapon, and a handaxe

Draconic Soul

At 1st level, the soul of a dragon that dwells within you awakens granting you great power. You begin to gain an understanding of how to channel that draconic power into draconic deeds. You know draconic deeds at 1st level. To perform a draconic deed you must spend a drake point.

Deed Save DC = 8 + your proficiency bonus +

your Charisma modifier

Deed attack modifier = your proficiency bonus +

your Charisma modifier

Wyrmspeech

When you reach 2nd level, your draconic power allows you to understand the language of dragons. You can speak, read, and write Draconic.

Draconic Calling

Upon reaching 3rd level, you must choose a draconic calling that defines how your draconic power has manifested. Choose one of the callings detailed at the end of the class description. The draconic calling you choose grants you features at 3rd level and again at 6th, 9th, 14th, and 17th level.

Elemental Manifestation

Starting at 3rd level, you gain an elemental affinity based on your Draconic Calling.

You gain resistance to the damage type that corresponds to your Draconic Calling.

Draconic Calling Damage Type
Blood Calling Necrotic
Metallic Calling Radiant
Arcane Calling Force
Tempest Calling Lightning
Glacial Calling Cold
Wraith Calling Psychic
Huntsman Calling Poison
Wyrmfire Calling Fire
Terra Calling Magical Bludgeoning

Ability Score Increase

When you reach 4th level, and again at 7th, 11th, 15th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Font of Energy

When you reach 8th level, you are able to further channel the draconic energy within. Once per long rest you can as a bonus action regain one expended drake point.

Rending Claws

At 12th level, when you make a melee weapon attack roll against a creature with an armor class equal to or lower than 9 + your Charisma modifier + half of your proficiency bonus rounded down you deal additional damage equal to your Drakesoul level.

Swift Flight

Also at 12th level, you increase your movement speed by 10 feet. Additionally, if you gain a flight speed this bonus also applies.

Draconic Evocation

Finally when you reach 20th level, when you roll initiative and have no drake points remaining, you regain 3 drake points.

Draconic Calling

Many drakesoul harness the magical foundation of draconic power within themselves differently. For some they utilize the draconic power of within their blood, for others they use it to enhance their martial abilities, some learn how to call upon the innate power to cast spells, and others embody the sky which the dragons themselves claim to rule.

Arcane Calling

These drakesoul harness their connection to the weave to cast spells. They are commonly mistake for sorcerers of a dragon blood lineage. This is true in concept, but in practice they are quite different.

Spellcasting

When you choose this calling at 3rd level, you tap into the magical foundation of power that resides within you to cast spells.

Spell Slots. The Arcane Calling Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells known of 1st-Level or Higher. You know two 1st-level wizard spells of your choice, two of which you must choose from the enchantment and evocation spells on the wizard spell list.

The Spells Known column of the Arcane Calling Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a enchantment or evocation spell of your choice, except for the spells learned at 8th, and 14th level, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a enchantment or evocation spell, unless you’re replacing the spell you gained at 8th or 14th level.

Knowledge of the Ancients

When choosing this subclass at 3rd level, you may learn one cantrip of your choice from the wizard spell list.

Draconic Secrets

At 6th level, the draconic power that grants you your arcane mastery allows you a greater understanding of the arcane. You gain proficiency in the Arcana skill and your proficiency bonus is doubled when using this skill.

Wyrmling Assistant

At 9th level, you can cast the Find Familar spell once per long rest without expending a spell slot. When doing so the familiar must take the form of a Pseudodragon and has the dragon creature type.

Rending Spells

At 14th level, when you make spell attack roll against a creature your Rending Claws feature now applies.

Arcane Calling Spellcasting
Drakesoul Level Spells Known 1st 2nd 3rd 4th
3 2 2
4 2 2
5 3 3
6 3 3
7 3 3 2
8 4 4 2
9 5 4 2
10 5 4 3
11 5 4 3
12 6 4 3
13 7 4 3 2
14 7 4 3 2
15 7 4 3 2
16 8 4 3 3
17 9 4 3 3
18 9 4 3 3
19 9 4 3 3 1
20 10 4 3 3 1

Eldritch Wyrm

Finally when you reach 17th level, you can choose a 5th level spell of your choice from the wizard spell list. You can cast the chosen spell once per long rest.

Blood Calling

The grim path these drakesoul trek is frowned upon by most as it is seen as a profane and accursed practice. The power they pursue is not for the weak willed.

Blood Sacrifice

When choosing this subclass at 3rd level, when performing a draconic deed rather than expending drake points, you may expend a hit die and roll it taking necrotic damage equal to the number rolled on the hit die. This damage cannot be reduced through resistance or by any other means.

Profane Art

At 6th level, you gain the ability to cast the spell Speak with Dead once per long rest.

Bloodletting

At 9th level, when using your Font of Energy feature you can restore hit points to yourself or another creature you're touching equal to 8 + your level, rather than regaining a drake point.

Paralytic Strike

At 14th level, you can cause a creatures blood to work against it and cause it to lock up. When you make a melee weapon attack and succeed, you can choose for that creature to make a Constitution saving throw. On a failed save the target is paralyzed for 1 minute. The paralyzed target can repeat this saving throw at the beginning of each of its turns. You cannot do this again until you take a long rest.

Force of Life and Death

Finally when you reach 17th level, when you make a melee weapon attack you can expend a drake point to deal an additional amount of necrotic damage equal to your level.

If you are healing yourself or a creature, you can instead spend a drake point to heal an additional amount equal to your level. Once you use either you cannot do so again until you take a long rest.

Glacial Calling

Drakesoul of this calling harness the harsh and uncaring power of winter and frost. They are commonly found far to the north as their power is stronger and easier to channel there.

Heart of Winter

When you choose this calling at 3rd level, you have learned to channel the icy jaws of winter. You may add the Chill of Ymir to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Ray of Frost cantrip. You can cast the False Life spell once per long rest.

Sheer Cold

Starting at 6th level, you are able to instill an unearthly form of cold into your magic. Whenever you deal cold damage, it ignores resistance and treats immunity as resistance.

Frostfell Aura

Starting at 9th level, you exude the primal force of winter. As an action, you can summon forth this power and cause a 10 foot aura of winter centered on you to come forth. All enemy creatures that enter this aura or start their turn in this aura take cold damage equal to 2 + your Constitution modifier. Minimum of

Axe of Ymir

Upon reaching 14th level, whenever you use the Chill of Ymir, you can choose to deal 2d12 cold damage instead of double your Constitution.

Dragon of the North

Finally when you reach 17th level, you command the full power of winter and can call it to yourself on a whim. Once per long rest you can instill the very essence of winter into one target that you can see within 120 feet of you. The target must make a Constitution saving throw, on a failed save taking 5d12 cold damage and half as much on a successful save.

Huntsman Calling

Drakesoul of this sort find themselves drawn towards the hunt and the rush of blood it brings. They seek to to feel prey beneath their talons. These Drakesoul make excellent archers.

Huntsman's Arrow

When you choose this subclass at 3rd level, you may add the Word of Piercing to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, hand crossbows, and heavy crossbows.

The Hunt Begins

At 6th level, you can expend a soul point to cast Hunter's Mark.

Hail of Arrows

When you reach 9th level, whenever you use the Dragon Piercer, you can choose for the additional 3d4 piercing damage to be divided amongst all creatures within 5 feet of the target instead.

Landstrider

Upon reaching 14th level, your many hunts have taught you how to track prey through any environment. You are unimpeded by nonmagical rough terrain.

Dead Shot

Finally when you reach 17th level, you are deadly accurate and almost never miss. As a reaction whenever you miss with an attack, you can expend a drake point and choose to hit instead. Once you use this feature you cannot do so again until you take a long rest.

Metallic Calling

Metallic Drakesoul make use of their innate power to enhance their martial abilities. They see the scales and claws of a dragon and seek to embody that through armor and weaponry. They wish to embody the nobility and honor of metallic dragons and use their power to defend their allies and destroy their enemies.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with heavy armor and shields.

Draconic Arsenal

Additionally at 3rd level, you may add the Drakeblade to your list of deeds known. It does not count against your number of deeds known.

Keen Senses

At 6th level, you have advantage on initiative rolls and Perception checks.

Dragonwrought

At 9th level, when an ally within 5 feet of you takes damage, you can as a reaction reduce the damage by an amount equal to your level + your Charisma modifier. You can do this three times per long rest.

Metallic Enhancement

When you reach 14th level, you must choose one of the following metallic enhancements:

  • Weakening Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target has disadvantage on Strength saving throws and any damage they do on a Strength-based attack is reduced by 1d4 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.

  • Slowing Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Constitution saving throw. On a failed save the targets movement speed is halved and they have disadvantage on Dexterity saving throws 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.

  • Repelling Strike. When you make a melee weapon attack against a creature, you can choose for the creature to make a Strength saving throw. On a failed save the target is pushed 30 feet away from you.

You can only use your chosen metallic enhancement once per short or long rest.

Aegis

Finally when you reach 17th level, you can as a bonus action change the armor class of an ally within 60 feet of you to equal your own if it is lower. If the allies armor class is higher, then your armor class changes to match theirs. If their armor class is equal to yours then you both gain +1 to AC. This effect last for 1 minute, and cannot be used again until you take a long rest.

Tempest Calling

Drakesoul of this sort seek to embody the wrath of a storm. They seek the freedom and power that the dragons receive from the sky itself.

Volt Whip

When you choose this subclass at 3rd level, you may add the Lightning Lash to your list of deeds known. It does not count against your number of deeds known.

Caught in the Storm

Also at 3rd level, whenever a creature fails the saving throw against the Lightning Lash creature is knocked prone.

Touching the Sky

At 6th level, the distances you can jump for your long and high jumps are doubled.

Fast as Lightning

At 9th level, your movement speed increases by 5 feet. Also when you take damage from a source you can see, you can use your reaction to halve the damage. You cannot do this again until you take a long rest.

Stormcaller

At 14th level, you can spend a drake point to cast Call Lightning. You can do this 3 times before needing to take a long rest to do so again.

Typhoon Ascent

At 17th level, you can spend a drake point to form a tempestuous aura around you. All enemy creatures that start their turn within 15 feet of you or move into this range must make a Dexterity saving throw. Taking lightning damage equal to 5 + your Charsima modifier on a failed save. This aura remains active for 1 minute. Once this minute is up the aura disperses and you cannot use it against until you take a long rest.

Wyrmfire Calling

The fire that burns within dragons is legendary and told of in detail in many myths. Drakesoul that bear this power are quite powerful and hold within them a greater concentration of the essence of dragons.

Blazing Soul

Starting at 3rd level, the raging fire that burns within you can be conjured forth when you need it. You may add the Rage of the Dragon deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Control Flames cantrip.

Turn Up The Heat!

At 6th level, the fire you create is incredibly hot. Whenever you deal fire damage, it ignores resistance and treats immunity as resistance.

Solar Flare

At 9th level, the fire within you burns strong that you can let it loose. You can expend a drake point and cast the spell Fireball at 3rd level centered on you. You don't take any damage from Fireball when it is cast this way.

Flame Boost

At 14th level, whenever you take the dash action you leave a trail of fire that lasts until the end of your next turn. Any creatures that moves into, moves through, or starts their turn in this trail of fire take 2d4 fire damage.

Dragon Nova

At 17th level, whenever you use Rage of the Dragon you can choose to exude an aura of simmering heat out to 30 feet for 1 minute. All enemy creatures that start or enter this radius on their turn must make a Constitution saving throw, taking 5d6 fire damage on a failed save and half as much on a successful save. Once you use this feature you cannot do so again until you take a long rest.

Terra Calling

The earth is mighty and unmoving. Drakesoul of this sort are stalwart and are masters of the earth. They are mighty and unmovable.

Earthen Dragon

Starting at 3rd level, the earth yields to your draconic dominance. You may add the Terra Wyrm deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you know the Mold Earth cantrip.

Unmovable Stone

At 6th level, you are as unmoving as the earth you stand upon. You have advantage on rolls made against being moved against your will.

Close to the Earth

At 9th level, you draw your strength from the earth itself and the closer you are the stronger your bond. Whenever you are prone your armor class increases by your Constitution modifier while you are prone.

Knowledge of Gaia

At 14th level, your knowledge of the earth and its power is unrivaled. You can spend 1 minute meditating and learn any significant locations and the general terrain within 1 mile of you. You can use this feature once per short or long rest.

Earthen King

At 17th level, your command of the earth is unmatched. You can use Terra Wyrm as if you had spent one drake point at will without expending any drake points

Wraith Calling

Drakesoul that bear this calling were not born with the soul of a dragon but in fact bonded with the wraith of a dragon that has bound itself and their soul to them. This shapes the way the power of the Drakesoul manifests in a way no other calling does.

Spirit Strike

When you choose this subclass at 3rd level, you may add the Wraith's Fury to your list of deeds known. It does not count against your number of deeds known.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in short bows, longbows, and longswords.

Otherworldly Claws

At 6th level, all your weapon attacks are considered magical for the purposes of overcoming resistance and immunity.

Draconic Flurry

When you reach 9th level, you are able to call forth a fragment of the spirit dragon whom you share a bond with to send a flurry of attacks against a a target. As a reaction when you make a melee weapon attack against a creature within 5 feet of you, you can as a reaction make two additional attacks against that target. These additional attacks do not add your ability score modifier to their damage rolls. Once you use this feature you must take a long rest to do so again.

Soul Rend

Upon reaching 14th level, your bond with the dragons spirit allows you to sink your claws into the very soul of your foe. Whenever you make an attack that Rending Claws applies to, that attack deals an additional amount of psychic damage equal to half of your level.

Wraith Master

Finally when you reach 17th level, your bond with the spirit of the dragon that bonded wtih your soul has reached its pinnacle. As an action you can assume the mantle of a spectral dragon and partially shift yourself into the ethereal plane for 1 minute. For the duration you gain the following benefits:

  • Your size category increases by 1.
  • Your unarmed attacks deal 2d6 psychic damage.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing.

Draconic Deeds

If a draconic deed has prerequisites, you must meet them to learn it. You can learn the draconic deed at the same time that you meet its prerequisites.

Elders Visage

Prerequisite: 15th level

You cast the spell Illusory Dragon without expending a spell slot. You cannot do so again until you take a long rest.

Wyrms Breath

Prerequisite: 3rd level

You can as an action exhale energy corresponding to your Elemental Manifestation in a 15 foot cone. Each creature in that area must make a Dexterity save, taking 3d6 damage on a failed save, or half as much on a success. The damage increases by 1d6 for every additional drake point spent.

Ancients Sight

Prerequisite: 11th level

You can as an action grant yourself truesight out to 30 feet for 1 minute. You cannot do so again until you take a long rest.

Hoard Seeker

You can as a bonus action grant yourself the ability to sense the location of any gold pieces within 120 feet. This effect lasts for 1 minute.

Marked Strike

Prerequisite: 3rd level

As a bonus action you can mark a creature within 60 feet of you. This mark lasts for 1 minute and for the duration you deal an additional 1d6 of the damage associated with your Elemental Manifestation against the marked creature.

Sanguine Claws

Prerequisite: 3rd level, Blood Calling

As a bonus action you form draconic claws formed by blood magic. You can as an action make a melee weapon attack that deals 1d8 necrotic damage. These claws disappear after 1 minute.

Dragons Hide

As a bonus action you manifest the scaly hide of a dragon around you. For 1 hour your armor class becomes 12 + your Dexterity Modifier.

Esoteric Hoard

Prerequisite: 3rd level, Arcane Calling

As an action, you summon forth the ancient knowledge of mages past. The next spell attack you make is made with advantage.

Wyvern Heritage

As an action, you spit forth a ball of acid at a point within 60 feet of you. All targets within a 15-feet radius of this point must make a Constitution saving throw. On a failed save the target takes 2d4 acid damage, and half as much on a successful one. The damage increases by 1d4 for every additional drake point expended.

Dread Wyrm

Prerequisite: 5th level

As an action, you invoke the fearful presence of an ancient dragon. Each creature of your choice that are within 60 feet of you and are aware of you must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Drakeblade

Prerequisite: 3rd level, Metallic Calling

As a bonus action, you manifest a blade from the draconic energy within. You can as an action make a melee weapon attack that deals 2d4 radiant damage. The blade disappears after 1 minute or if it leaves your hand.

Draconic Wings

Prerequisite: 5th level

As an action, you manifest the wings of a dragon upon your back for 1 minute. For the duration you have a fly speed equal to your movement speed.

Lightning Lash

Prerequisite: 3rd level, Tempest Calling

As a bonus action, you conjure a line of lightning into a free hand. You can as an action make a melee weapon attack that deals 1d8 lightning damage. The lash has the reach property and disappears after 1 minute or of it leaves your hand.

Jaws of Fire

Prerequisite: 3rd level

As an action, you summon forth the fiery visage of a dragons maw. Choose a target within 60 feet, that target must make a Dexterity saving throw. On a failed save the target takes 3d8 damage according to your Elemental Manifestation, and half as much on a failed save. The damage increases by 1d6 for each additional drake point spent.

Wrath of Tiamat

Prerequisite: 17th level

As an action, you spend 3 drake point and summon forth the visage of each head of the dragon queen Tiamat. All creatures within 30 feet of you must make a Dexterity saving throw. On a failed save they take 1d8 fire, 1d8 cold, 1d8 lightning, 1d8 acid and, 1d8 poison damage, and on a successful save they take half as much damage.

Smite of Bahamut

Prerequisite: 17th level

As an action, you spend 3 drake points and call down a mighty blow upon a single creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save they take 4d12 radiant damage and are knocked prone, and on a successful save they take half as much damage and are not knocked prone.

Chill of Ymir

Prerequisite: 3rd level, Glacial Calling

You can as a bonus action instill chilling cold into your next attack. The next attack you make deals an additional cold damage equal to double your Constitution modifier.

Glacial Presence

You summon forth a short burst of cold air. All creatures within 5 feet of you must make a Constitution saving throw, on a failed save taking 2d4 cold damage and half as much on a successful save.

Wraith's Fury

Prerequisite: 3rd level, Wraith Calling

You can as a bonus action strike a targets very soul. The target must succeed on a Constitution saving throw or have their armor class reduced by 1d4 until the end of your next turn.

Dragon Piercer

Prerequisite: 3rd level, Huntsman Calling

You can as a reaction whenever you make a ranged weapon attack and empower the attack. On a hit the attack deals an additional 3d4 poison damage.

Rage of the Dragon

Prerequisite: 3rd level, Wyrmfire Calling

As a bonus action, you can summon forth the fury of a red dragon for 1 minute. For the duration you deal additional fire damage equal to half of the number of draconic deeds you know on melee attacks and you can subtract that number from damage you take.

Terra Wyrm

Prerequisite: 3rd level, Terra Calling

As an action, you slam your foot into the ground and summon forth the head of a dragon made of stone that then launches forth in a line that is 15 feet long and 5 feet wide. Each creature in this line must make a Strength saving throw, taking 4d6 magical bludgeoning damage and being pushed back 5 feet on a failed save and half as much on a successful save. The damage increases by 1d6 for every additional drake point spent.

Chapter 3:

Races

The influence that the draconic forces has upon the world is far reaching and strong. Often siring the emergence of new races of draconic beings such as kobolds and dragonborn.

Those that share the blood of dragons are many, although the mark may not be so visible as the mark that manifests as dragonborn and kobold. The dragonborn manifest the quiet power, authority, and age of ancient dragons, and kobolds manifest the wanderlust, bravery, and foolhardiness of young dragons.

Dragon Turtle Dragonborn

The dragon turtle dragonborn are tied to the sea and all its dangers. They rarely leave the sea and rarely go too far inland. They are often found at seaports and among the crews of ships. They are valued members of a ships crew and can more than pull their own weight, often becoming ship captains.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom increases by 1.

Age. Turtle dragonborn live on average about 50 years longer than regular dragonborn.

Alignment. Turtle dragonborn tend towards a neutral alignment.

Size. They are the same height as regular dragonborn but tend to weigh more due to their shell.

Speed. Your speed is 25 feet and you have a swim speed of 30 feet.

Hard Shell. When not wearing armor your AC is 13 + your constitution modifier. This benefit can be gained while wielding a shield.

Amphibious. You can breathe air and water.

Sailors of the Sea. You gain proficiency with water vehicles and have advantage on rolls made to navigate the sea or sail.

Languages. You can speak, read, and write Common and Draconic.

Cloud Dragonborn

Descended from both white dragons and silver dragons. Their scales range from silvery white to a very pale, misty blue. Their scales are also usually adorned with a layer of frost. They are all some form of royalty. As pretentious as some can be, merchants are always glad to welcome them and the gold they bring.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity increase by 1.

Age. Cloud dragonborn age at the same rate as other dragonborn.

Size. Due to their link to the sky, cloud dragonborn only weigh three fourths of what other dragonborn weigh, but get around the same height as them. They are medium

Speed. Due to living in the lap of luxury most of their lives, they're not very fast. They have a speed of 25 feet.

Unending Breath. You can hold your breath indefinitely.

Breath of the North Wind. Your breath weapon is chilling winds, which you can breathe out in a 25ft cone emanating from you. When you use the weapon, each creature in the cone must make a Dexterity save or take 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The save DC for the weapon is 8+ your Constitution modifier + your proficiency bonus. After you use your breath weapon, you cannot use it again until you finish a short or a long rest. Also any creature in the radius that fails their saving throw gets pushed back 5ft.

Frozen Scales. You have a resistance to cold.

Languages. You can speak, read, and write Common and Draconic.

Kobold

Kobold are the great architects of many of the dungeons that exist across the world and are master trap makers. Their race is responsible for an impressive amount of the dungeons that can be found woven into the earth. They are diligent and curious, which can cause them to get into trouble. They seek knowledge rather than gold as their hoard.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.

Age. Kobold age and mature much the same as dragonborn. They usually live to be around the same age as dragonborn do.

Alignment. Due to their wanderlust and foolhardiness they are chaotic in nature.

Size. Your are much smaller than your other draconic brethren. Your size is Small.

Speed. You are quick and nimble. Your speed is 30 feet.

Draconic Synergy. While within 5 feet of an allied dragonborn, an allied kobold, or any friendly creature with the dragon creature type you gain advantage on the first attack roll you make at the start of your turn.

Trapmaker. You gain proficiency in Tinker's Tools.

Dungeoneer. You have advantage on Intellignece (Investigation) and Wisdom (Perception) checks made to discern the locations of traps.

Soul of a Dragon. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Draconic.

Chapter 4:

Subclasses

Many have sought to attain the heights of power that dragons possess, and as presented in this chapter here are a few of the ways mortals have done so!

Barbarian:

Path of Draconic Fury

Prerequisite: Dragonborn Race

The fury that burns within dragonborn is great, this rage is that of the fury that burns within the dragons themselves. Those who do not learn to channel this power are consumed

Path of Draconic Fury
Barbarian Level Feature
3rd Raging Dragon
6th Ancients Breath
10th Brutal Exhalation
14th The Wyrm Awakened

Raging Dragon

When choosing this subclass at 3rd level, you begin to understand how to harness the draconic power granted to you through your ancestry.

Your breath weapon is now considered an attack for the purpose of continuing your rage. Additionally, you can add your rage damage bonus to the damage of your breath weapon.

When you reach 6th level, you can choose a number of friendly creatures equal to your Strength modifier within your breath weapon to be unaffected.

Ancients Breath

Upon reaching 6th level, your breath weapon is able to be used more than once per long or short rest.

Each turn after you use your breath weapon, you can roll a d6 at the start of your turn to try to regain use of it. On a 5 or a 6, you can use your breath weapon again.

Brutal Exhalation

When you reach 10th level, your breath weapon works in conjunction with your Brutal Critical class feature. When a target rolls a critical fail against your breath weapon they take an additional die of damage as per Brutal Critical, and scales with it.

Also your breath weapon ignores resistance but not immunity.

The Wyrm Awakened

Finally when you reach 14th level, the fury of an ancient dragon that dwells within you awakens. While raging you gain immunity to the damage type associated with your draconic ancestry.

Additionally, as an action you can invoke the visage of an ancient dragon once per short or long rest. When doing so you can pick a number of creatures equal to your Strength modifier that are within 60 feet of you and are aware of you to make a Wisdom saving throw against your breath weapon DC becoming frightened for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

Bard:

College of Dragonsong

There are many tales told of the dragons of legend, however there is one tale told of how early dragons taught a few mortals the ability of dragonsong. Members of this college can trace their routes back to this gift.

Bonus Language

When you join this college at 3rd level, you learn how to speak, read, and write draconic.

Art of Dragonsong

Additionally at 3rd level, you have learned to sing the hymn of the dragons. As an action, you can expend a spell slot of a level you can cast and weave together a song of draconic power. Choose one of the following options whenever you do so:

  • Draconic Rest. You sing a song of rest and recuperation. Roll 1d10, you heal yourself and up to two other creatures of your choice that can hear you within 30 feet of you for the amount rolled.
  • Draconic Spite. You sing a song of hatred and pain. Roll 1d10, you deal damage equal to the number rolled to a creature of your choice that can hear you within 30 feet of you.

Additionally, whenever you expend a spell slot of 2nd level or higher for this feature, you can roll an additional 1d10 for each spell slot level above 1st.

Chorus of Dragons

At 6th level, as you learn more and more about the power of dragonsong you learn to channel more and more power into your draconic songs. Whenever you use your Art of Dragonsong feature you can as a reaction choose to expend a die of bardic inspiration and roll it adding the result to the roll for the feature.

Ancient Dragonsong

At 14th level, you have learned an ancient song that channels the true power and majesty of an ancient dragon. Whenever you use your Art of Dragonsong feature you can choose one of the following options instead of the other two options:

  • Draconic Majesty. You sing a song that calls upon the mighty visage of a dragon. Roll 5d10, you gain temporary hit points equal to the result.
  • **Draconic Wrath.**You sing a song of the terror and fury of dragons. Roll 5d10, you gain a pool equal to the result for 1 minute. Whenever you deal damage, you can as a reaction subtract an amount from the pool and deal additional damage on the attack equal to the amount subtracted from the pool.

Additionally, whenever you expend a spell slot of 6th level or higher for this feature, you can roll an additional 1d10 for each spell slot level above 5th.

Once you use this feature you cannot do so again until you finish a long rest.

Fighter:

Dragon Knight

The most ancient and powerful of dragons have at their call hosts of warriors to wage war on their behalf. Dragon knights are such warriors, trained in draconic magic in addition to their already great martial prowess.

Drake Magic

Whenever you choose this subclass at 3rd level, you have learned how to harness draconic magic.

Drake Points. The Dragon Knight table shows how many drake points you have to perform draconic deeds. To perform a draconic deed, you must expend a drake point. You regain all expended drake points when you finish a long rest.

Deeds Known. You know one draconic deed of your choice.

The Draconic Deeds Known column of the Dragon Knight table shows when you learn more deeds.

Whenever you gain a level in this class, you can replace one of your draconic deeds with another draconic deeds of your choice.

Deed Save DC = 8 + your proficiency bonus +

your Charisma modifier

Deed attack modifier = your proficiency bonus +

your Charisma modifier
Fighter Level Drake Points Draconic Deeds Known
1 1 1
2 1 1
3 2 2
4 2 2
5 2 2
6 3 2
7 3 3
8 3 3
9 4 3
10 4 3
11 4 4
12 5 4
13 5 4
14 5 4
15 6 4
16 6 4
17 6 4
18 6 4
19 6 4
20 6 4

Draconic Scholar

At 7th level, your time being trained in the art of draconic magic has taught you the language and history of dragons. You learn how to read, write, and speak draconic and can add double your proficiency bonus to History checks made about the history of dragons.

Fear of the Dragon

At 10th level, you have learned how to exude the frightening presence of a mighty dragon. You can as an action, cause all creatures of your choice that can see you within 30 feet of you to have to make a Wisdom saving throw, on a failed save becoming frightened of your for 1 minute. A creature that succeeds on this becomes immune to this feature for 24 hours. Once you us this feature you cannot do so again until you finish a short or long rest.

Well of Draconic POwer

At 15th level, you are able to draw upon more draconic power. Whenever you roll for initiative and have no drake points remaining you gain 1 drake point.

Medal of Draconic Power

At 18th level, you have been awarded with a medal for the service of draconic power. While wielding this medal you gain resistance to fire damage and gain temporary hit points equal to 10 + your Fighter level whenever you finish a short or long rest. If the medal is lost or destroyed you can perform a ritual for 10 minutes that conjures it back into your possession intact.

Monk:

Way of Many Dragons

Those who follow the Way of Many Dragons seek to emulate the different movements and styles found amongst the different varieties of dragons. From the aggressive blows of red dragons, the swift strikes of blue dragons, even the percussive attacks of bronze dragons.

Draconic Stance

At 3rd level, your studies and training have allowed you to learn a draconic stance of your choice from the draconic stance list. You can enter a draconic stance you know as a reaction at the start of your turn and you remain in this stance until the start of your next turn. You can only enter a stance while in combat.

You learn additional draconic stances at 5th, 9th, 12th, 15th, and 18th levels.

Everlasting Dragon

At 6th level, you have learned how to utilize your draconic stances outside of combat. While not in combat, you can enter a draconic stance which lasts for 10 minutes or until you enter combat. You can spend 1 ki point when using this feature to extend the duration from 10 minutes to 1 hour.

Twin Wyrms

At 11th level, you have learned how to maintain two different draconic stances. Whenever you enter a draconic stance, you may expend 2 ki points and choose an additional draconic stance you know. You gain the benefits of both draconic stances for the duration of the first draconic stance.

Master of Many Dragons

At 17th level, you have mastered the forms of each dragon. Whenever you enter a draconic stance, you may expend 3 ki points and gain a fly speed of 60 feet and you are under the effects of the Dragon's Breath spell for the duration of the stance.

Draconic Stances

These are the draconic stances you are able to choose from.

Red Dragon Stance

Whenever you enter this stance, you focus more power into your attacks. You may add half of your Strength modifier to the damage rolls of your attacks while in this stance.

Blue Dragon Stance

Whenever you enter this stance, you move and attack more swiftly. Your movement speed increases by 10 feet while in this stance.

Green Dragon Stance

Whenever you enter this stance, you focus on moving more sneakily. Whenever you make an unarmed attack, you may make a Sleight of Hand check against the target with advantage while in this stance.

Black Dragon Stance

Whenever you enter this stance, your movement become more serpentine and aquatic. Your swim speed increases by 10 feet while in this stance.

White Dragon Stance

Whenever you enter this stance, you focus on being a more imposing presence on the battlefield. Whenever you first make an unarmed strike on your turn while in this stance, you can choose to deal damage equal to your Wisdom modifier to a creature within 5 feet of the target of your unarmed attack.

Gold Dragon Stance

Whenever you enter this stance, your attacks become more powerful. Whenever you make unarmed strike while in this stance, you can choose to knock the target back 5 feet.

Silver Dragon Stance

Whenever you enter this stance, you focus on more defensive movements. You armor class increases by 1 while in this stance.

Bronze Dragon Stance

Whenever you enter this stance, you focus your senses towards detecting oncoming attacks. Whenever a creature succeeds on an attack made against you, you can choose to knock that creature prone.

Copper Dragon Stance

Whenever you enter this stance, your movements become more chaotic and hard to read. You can add half of your Charisma modifier to the first attack roll you make on your turn while in this stance.

Brass Dragon Stance

Whenever you enter this stance, you focus on pinpointing your foes weak points to knock them unconsious. Whenever you make your first unarmed attack on your turn while in this stance, you can choose to knock the target unconscious until the start of your next turn instead of dealing damage.

Warlock:

The Dragon Lord

You have made a pact with an extremely powerful and ancient dragon lord. A being who rules over and dominates all lesser draconic beings. A dragon lord seeks to garner more power and wealth for itself by growing its influence and the armies it commands.

Expanded Spell List

The Dragon Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Dragon Lord Expanded Spells
Spell Level Spells
1st chromatic orb, command
2nd flaming sphere, locate object
3rd elemental weapon, fireball
4th Mordenkainen's private sanctum, polymorph
5th dominate person, geas

Chromatic Influence

Starting at 1st level, you adopt the elemental influence of your patron. Choose a damage type from the Chromatic Influence table below. Whenever you cast a Warlock spell you can change the damage type to your chosen Chromatic Influence damage type.

Chromatic Influence
Damage Type
Fire
Cold
Lightning
Acid
Poison

Broodmaster

Additionally at 1st level, the dragon lord has granted you access to the hatcheries that produce the soldiers of the dragon lord's armies. As an action, you can expend a Warlock spell slot and summon a number of dragon eggs equal to the level of the Warlock spell expended into a space you can see within 30 feet of you. A dragon egg takes up a 5 by 5 foot cube, and has 1 hit point and an armor class of 3.

Whenever a dragon egg is reduced to 0 hit points, a pseudodragon is created under your control in the space the egg was. You can uses your bonus action to command the pseudodragon and it acts on your initiative during combat and lasts until you use your Broodmaster feature again.

Draconic Focus

At 6th level, you can channel your draconic power through the pseudodragons created by your Broodmaster feature. You can cast spells as if you were in the space of a pseudodragon you control.

Chromatic Transformation

At 10th level, the draconic energies of the dragon lord strengthens the pseudodragons you summon. Whenever a pseudodragon you control is created it gain temporary hit points equal to your Warlock level. Additionally, pseudodragons deal an additional 1d6 Chromatic Influence damage.

Brood Lord

At 14th level, your command over the draconic servants that the dragon lord grants you access to increases. Whenever a dragon egg you summon breaks, you can choose to summon a dragon wyrmling. You can use this feature once per long rest. All damage this dragon wyrmling deals or has resistance to is replaced by your chosen damage type from your Chromatic Influence feature.

Art from clipart.email

Chapter 5:

Spells

The magic that the dragons wield is mighty, and as such many spellcasters have sought to replicate their power. Crafting numerous spells to channel draconic power into magical effects.

Ancients Breath

9th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of dragon blood)
  • Duration: Instantaneous

You ingest the vial and exhale a massive bout of flame in a 120-foot cone. All creatures of your choice within this cone must make a Dexterity saving throw, taking 15d12 fire damage on a failed save and half as much on a successful save. Fire damage dealt from this spell cannot be resisted, and creatures that are immune to fire damage take half damage instead of no damage.

Additionally, all nonmagical objects in this cone are caught on fire and nonmagical objects of small size or smaller are immediately destroyed.

Dragon Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a bolt of draconic energy and launch it at a target within range. Make a ranged spell attack against the target and on a hit roll 1d4 and then find the corresponding result on the table below

1 fire
2 acid
3 cold
4 lightning

Once you find the result, the target takes 1d6 of the damage type.

This spells damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Drake Scales

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a willing creature, the creature can add your spellcasting ability to their armor class for the duration. Additionally, the target gains resistance to one of the following damage types of your choice for the duration: fire, cold, acid, poison, thunder, or lightning.

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

Dragonshape

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (dragon scale
  • Duration: Concentration, up to 10 minutes

You sacrifice the dragon scale and take on two of the following draconic traits of your choice:

  • Bite. Your teeth sharpen and extend granting you a bite attack that has a range of 5 feet and deals 1d6 piercing damage.
  • Claws. You grow claws which grant you a claw attack that has a range of 5 feet and deal 1d6 slashing damage
  • Tail. You grow a tail which grants you a tail attack with a range of 10 feet and deals 1d6 bludgeoning damage.
  • Wings. You grow a set of wings which grant you a flying speed equal to your base walking speed.
  • Eyes. Your eyes change to resemble a dragons, granting you truesight out to 20 feet and darkvision out to 60 feet.

Additionally, you use your spellcasting modifier for attack and damage rolls made with the attacks gained from this spell.