***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Lizardfolk reach maturity around age 12 and rarely live longer than 60 years. However, some sharptooth tribes are known to live to be around 80. ***Alignment.*** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. The more civilized sharptooth lizardfolk follow a code of honor, and tend to be neutral good. ***Size.*** Lizardfolk vary in size, with poison dusk standing around 4 feet, blackscale around 8 feet, and sharptooth being around 6 to 7 feet on average. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Natural Weapons.*** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also use your claws, which follow the same rules as your bite, but deal 1d4 + your Strength modifier slashing damage instead. ***Natural Armor.*** You have tough, scaly skin. You can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor. ***Cunning Artisan*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 pieces of ammunition. ***Languages.*** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ***Subraces.*** Choose one of the subraces below. Your choice will determine additional benefits. ### Subraces #### Sharptooth The sharptooth are the most numerous of the lizardfolk, and usually live in and around bodies of water. They either hunt or float about underwater, waiting for an unsuspecting animal to drink or swim by. The more civilized ones tend to roam more, forming tribes that hunt both around bodies of water and on the plains. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Amphibious Stalker.*** You have a swim speed of 30 feet, and you can hold your breath for up to 15 minutes at a time. ***Hungry Jaws.*** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can’t use this trait again until you finish a short or long rest. At 6th level you add your proficiency bonus to both the damage dealt and the temporary hit points gained. ***Hunter's Lore.*** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. \pagebreakNum #### Poison Dusk The poison dusk are the smallest of the lizardfolk, and are renowned for their chameleon like skin. They value stealth and quick strikes over open battle, and are experts in remaining unseen until they strike. They enjoy the thrill of pursuit, and hunt down their quarry relentlessly. Their determination never waivers, once they commit to something they will see it through. They live in secluded places and guard the secret location of their nests with their lives. They do not discriminate, all trespassers to their lands die the same. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Chameleon Skin.*** You can try to hide even when you are unobscured by pressing yourself up against a solid surface next to you, such as a tree or wall, that is at least as tall and wide as you are. You can also hide by pressing yourself against the ground, provided you are in the prone position. While hiding this way you have advantage on Dexterity (Stealth) checks, provided you are out of combat and you remain there without moving or taking actions. ***Racial Poison.*** As part of a long rest you can distill poison from your own glands. You gain a number of doses of racial poison equal to half your proficiency bonus (rounded down). You can use a dose of this poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition takes 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. These doses of racial poison only last 24 hours before losing their potency. ***Predator.*** You gain proficiency in the Survival skill. In addition, you have advantage on Wisdom (Survival) checks to follow tracks and hunt wild game. #### Blackscale The blackscale are the largest and strongest of the lizardfolk subraces, and the most aggressive one. Usually their tribes seek to expand the territory they hold, and kill any creatures that get in their way, making the blackscale lizardfolk a dangerous foe. They often prefer nightly raids, relying upon their innate darkvision. They are also known for their natural resistance against acid, which some scholars speculate is due to black dragon ancestry. Blackscales have no patience for cunning ploys and setting traps, thinking these are the tools of smaller, weaker lizardfolk. They prefer to just hit hard. ***Ability Score Increase.*** Your Strength score increases by 1. ***Acid Resistance.*** You have resistance to acid damage. ***Aggressive.*** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. \columnbreak ## Feats ### Reptilian Regeneration *Prerequisite: Lizardfolk* ___ You live a dangerous livestyle, and your body had to adapt to survive, allowing you to heal grievous wounds. - Every hour you regain a number of hit points equal to half your proficiency bonus (rounded down), as long as you have at least 1 hit point or you are stabilized with 0 hit points. Additionally, you regrow severed body parts (fingers, legs, tail, and so on) within 1d4 days. - As a bonus action, you can release a surge of regeneration in your body. You regain a number of hit points equal to 2d6 + your level. You can't regain hit points this way again until you finish a short or long rest. ### Poisoner (revised) ___ You have a great understanding of the creation and application of poisons and gain the following benefits: - You gain proficiency with the poisoner's kit if you don’t already have it, and when you attempt to harvest a dose of poison from a poisonous creature you have advantage on the required ability check. - When you make a damage roll, you ignore resistance to poison damage. - You can apply poison to a weapon or piece(s) of ammunition as a bonus action, instead of an action. - With one hour of work using a poisoner’s kit and spending 50 gp worth of materials you can create a number of doses of potent poison equal to your proficiency bonus. You can use a dose to coat one slashing or piercing weapon or one piece of ammunition as a bonus action. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition. Those hit must make a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
> ##### Variant Poison Harvesting > > At your DM's discretion, you can use the following variant rule for harvesting poison from slain foes instead of the one listed in the *Dungeon Master's Guide* (page 258): > >**Poison extraction**: When poisonous creatures are killed, the player can attempt to harvest all their poison over the course of 10 minutes, followed by making an Intelligence (Nature) check using the poisoner's kit (proficiency with the poisoner’s kit applies to this check if the player doesn’t have proficiency in Nature) against the poison's save DC, for each type of creature. On a success, the player extracts 1d4 doses of poison from all the dead creatures combined for that type of creature. On a failure, all the poison is wasted, and those who are not proficient with the poisoner's kit suffer the effects of the poison. Players can use one dose of harvested Injury type poison to coat one slashing or piercing weapon or one piece of ammunition, which remains potent for 1 minute. However, unlike *basic poison* (or the poison dusk's racial poison), it loses its potency the first time you hit a creature with it (instead of lasting the full 1 minute duration). Applying the poison takes an action. >####
\pagebreakNum
\pagebreakNum ## College of Playful Mockery Bards of the College of Playful Mockery are playful tricksters who prefer to taunt and mock their foes into submission rather then directly fight them. They are known for speaking uncomfortable truths, in a way that playfully mocks the target of their jokes, so that people can laugh about it and see the truth behind their taunts. They especially revel in targeting social stigmas set up by those that seek to control the way people speak, and through that the way people think. Their jokes cause people to laugh about these stigmas, which lessens their control over them. This ultimately results in a more open and free discussion on how to improve society. The College of Playful Mockery was set up by an ancient copper dragon, who at first merely sought to teach others his skill at playing tricks on people. However, over time he began to understand the importance of unrestricted humor in mortal society, and how laughter can be used as a tool for the greater good. Even if their jokes walk the fine line between being mean and being playful, calling out the uncomfortable truths in the world has done far more good than harm. As such they will never allow their voice to be silenced, nor those of others.
\pagebreakNum ## Dragon Domain Gods of dragons - including Bahamut, Tiamat, Faluzure, Io, and various lesser deities - are few compared to other gods but inspire fear and awe from many. Their followers are mighty dragons or more humanoid servants such as dragonborn, kobolds, half dragons, or others that revere the legendary dragon gods. In particular, Bahamut and Tiamat both have a strong following of non-draconic worshippers. Devotees of the Platinum Dragon, king of metallic dragons, spread their god's ideals of justice, compassion, and goodness. Meanwhile, worshippers of the evil Dragon Queen, mother of chromatic dragons, revel in her greed and need to elevate dragons above all others. Clerics of the dragon gods glorify the power of dragons, while seeking to assist and protect those dragons who are aligned with their dragon god. ### Domain Spells You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Dragon Domain Spells | Cleric Level | Spells | |:---:|:---:| | 1st | *absorb elements, heroism* | | 3rd | *dragon's breath, see invisibility* | | 5th | *fireball, fly* | | 7th | *elemental bane, stoneskin* | | 9th | *cone of cold, dominate person* | ### Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. ### Draconic Blessing From 1st level, your god bestows you with the blessing of one of its draconic children. You must choose a dragon from the Draconic Blessing table. The damage type and breath weapon associated with each dragon is used by features you gain later. ##### Draconic Blessing | Dragon | Damage Type | Breath Weapon | |:---:|:---:|:---| | Black | Acid | 10 by 60 ft. line (Dex. Save) | | Blue | Lightning | 10 by 60 ft. line (Dex. Save) | | Brass | Fire | 10 by 60 ft. line (Dex. Save) | | Bronze | Lightning | 10 by 60 ft. line (Dex. Save) | | Copper | Acid | 10 by 60 ft. line (Dex. Save) | | Gold | Fire | 30 ft. cone (Dex. Save) | | Green | Poison | 30 ft. cone (Con. Save) | | Red | Fire | 30 ft. cone (Dex. Save) | | Silver | Cold | 30 ft. cone (Con. Save) | | White | Cold | 30 ft. cone (Con. Save) | \columnbreak If you choose Bahamut as your deity, then you must choose a metallic (brass, bronze, copper, gold, or silver) dragon for your Draconic Blessing. If you choose Tiamat as your deity, then you must choose a chromatic (black, blue, green, red, or white) dragon for your Draconic Blessing. When you deal damage of the type associated with your Draconic Blessing to other creatures, you can choose a number of them equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against it (if any), and suffer no damage from it. Additionally, when you deal damage with a domain spell, you can change the damage type to the one associated with your chosen Draconic Blessing. You can read, write, and speak Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. >**NOTE**: When playing as a half gold dragon, and your Reserved Companion trait causes fire damage you deal to become radiant damage against fiends and undead creatures instead, then this radiant damage retains all the benefits that would come with dealing fire damage.
\pagebreakNum ### Channel Divinity: Dragon's Wrath Starting at 2nd level, as an action, you can use your Channel Divinity to unleash a devastating exhalation of energy; your breath weapon. Your Draconic Blessing determines the size, shape, and damage type of your breath weapon. When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one. ### Legendary Protection At 6th level, your deity rewards you with the fabled protection of their draconic children, granting you the following benefits: - You gain resistance to the damage type of your Draconic Blessing. If you already have resistance to that type from another source, then you can instead reduce damage of that type by an amount equal to your Wisdom modifier (minimum of 1) after halving the damage. - While wearing heavy armor, you gain a +1 bonus to your AC. You also gain this bonus while wearing scale mail made out of dragon scales. ### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Draconic Blessing to the target. When you reach 14th level, the extra damage increases to 2d8. ### Shock and Awe At 17th level, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. As an action, choose any creatures that you can see within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours. Additionally, all friendly creatures within 30 feet of you can make their next attack roll with advantage (within the next minute) or immediately make a saving throw against one effect on themselves, provided they can hear you. ___ When you use your Dragon's Wrath Channel Divinity feature, you can use your bonus action to exude a terrifying presence, which causes all the above effects. The difference is that foes and allies (only) need to see you. A creature that becomes immune against your true dragon's roar or terrifying presence becomes immune against both effects. \pagebreak ## Scalykind Domain Commonly known as Lizard Priests, these clerics are exclusively lizardfolk, but unlike most lizardfolk venerate their ancestors and follow a code of honor. Lizardfolk are generally regarded as a pragmatic people, the exception to this however are the more civilized variants of the Sharptooth lizardfolk. These Sharptooth lizardfolk adorn themselves with feathers as a sign of respect to the dragons, as they call their ancestors. And in some cases their ancestors answer back to grant a select few their divine power. Lizard Priests do not worship a god in the traditional sense, like other clerics do, but instead worship the collective of all the ancestors who came before them. Some more primal and powerful than others. They answer their prayers, and function like any other god would. Granting them their strength, and sometimes even the form of one of their mighty "dragon" ancestors. Their holy symbol references their ancestors, and it's appearance is varied and depends on the lizardfolk's tribe. Their ancestors forbid them from summoning undead creatures, except when summoning one of their forebears. They refer in their traditional tongue to their ancestors as dragons, but after adventuring they often find that the term ancestors is more appropriate, as the other races tend to make strong distinguishes between true dragons and what they call "dinosaurs".
\pagebreakNum You can give these scrolls to allies, who can use them like they would use normal scrolls, provided they can cast 1st level or higher spells. Remarkably, due to your innate talent at writing scrolls, the usage of these special spell scrolls is not restricted by class spell lists, nor available spell levels. You can give a scroll to a friendly creature within 5 feet of you as an action. You can also attempt to use these scrolls yourself, but when you do you must make an Intelligence check to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. If there is an ally within 10 feet of you who can cast 1st level or higher spells, then it can choose to use its reaction to grant you advantage on this roll. You can also use normal scrolls, without being restricted by class spell lists or available spell levels. However, you follow the same rules as if you were attempting to use one of your own temporary scrolls. ### Combat Assistant Beginning at 7th level, you can use a bonus action on your turn to take one of the following special actions: - ***Aid.*** You can administer a single potion to yourself or a friendly creature within 5 feet of you, granting the friendly creature its effect. - ***Arm and Restock.*** You can give a friendly creature within 15 feet of you any amount of ranged ammunition and a weapon you are carrying. They can equip the new weapon and stow any weapon or item they are currently carrying without spending any actions. - ***Handyman.*** You can use the Use an Object action. - ***Here.*** You can give an item, such as a potion or a scroll, to a friendly creature within 15 feet of you. Additionally, when creating potions of healing with the rules in *Xanathar's guide to everything* (page 130), you can reduce the time spend and gold required by one step. For example, you can create a *potion of greater healing* within 1 day at the cost of 25 gp. You can create potions while adventuring, provided you have the herbalism kit on hand. As part of a long rest, you can work on a single potion, which counts as if you had spend 1 day working on it. ### Improved Potions At 10th level, you've greatly improved the process of supplying an adventuring party. You now prepare the improved version of each of your lesser potions at the end of every long rest. Your improvements to your potions have made them much smaller, without losing any of their potency. Potions you have made yourself (lesser and regular) can now be consumed as a bonus action by friendly creatures. ### Resourceful Beginning at 15th level, you're always ready to support those who travel with you. If you begin combat with no lesser potions prepared, you can scrounge around in your supplies, and prepare one lesser potion of your choice. Additionally, once per day after finishing a short rest, you can regain one spell scroll that you prepared this long rest. \columnbreak ### Quartermaster At 18th level, your close work with your supplies has toughened your body and soul to a point only few have reached. Starting at 18th level your Constitution score is increased by 2, and your maximum Constitution score is 22. Additionally, you are always under the effect of one lesser potion of your choice. The lesser potion must have a duration longer than instantaneous. You can change this effect at the end of a short or long rest. If the effect has a choice of effects, then you can also change this choice at the end of a short or long rest. #### Lesser Potions Detailed below are the lesser potions available to the Supply Specialist fighter, they are presented in alphabetical order. ***Lesser Adrenaline Potion.*** *Prerequisite 15th level (duration, instantaneous*) This potion shocks the adventurer's system back to life, provided they died within the last minute. They regain hit points equal to your fighter level and can immediately take one action. When a creature consumes this potion they immediately gain one level of exhaustion. ***Lesser Berserker Potion.*** *Prerequisite 15th level (duration, 1 hour*) When consumed, this potion allows the adventurer to push beyond the limits of normal mortals. While under the effects of this potion you do not fall unconscious when you drop to 0 hit points. However, you still continue to make death saving throws, but at disadvantage. ***Lesser Warding Potion.*** *Prerequisite 7th level (duration, 1 minute)* When consumed, this potion wards the adventurer's body. They gain resistance to your choice of acid, cold, fire, poison, lightning, thunder, force, necrotic, psychic, or radiant damage for the duration (your choice). *Improved Potion: Effect duration increases to 1 hour.* ***Lesser Healing Potion.*** *(duration, instantaneous)* When consumed, this potion soothes the weary adventurer. They regain hit points equal to 1d6 + your fighter level. *Improved Potion: hit points regained increases to 2d6 + your fighter level.* ***Lesser Heightening Potion.*** *Prerequisite 7th level (duration, 1 minute)* When this potion is consumed, the adventurer's abilities become heightened. They gain advantage on your choice of Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma checks and saving throws for the duration. *Improved Potion: Effect duration increases to 1 hour.* ***Lesser Limbering Potion.*** *(duration, 1 hour)* When consumed, this potion enhanced the muscles of the adventurer. Their speed is increased by 10 feet. *Improved Potion: Their speed is increased by 20 feet.* ***Lesser Tenacious Potion.*** *Prerequisite 10th level (duration, 1 minute)* When consumed, this potion increases the adventurer's grit. They are immune to either charm, fear, or paralyzed effects for the duration (your choice). *Improved Potion: Effect duration increases to one hour.*
\pagebreakNum ## Way of the Dragon Turtle Monks who favors tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Ominous strength and appropriate balance coalesce to both apply and contain enormous force. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training. ##### Variant: Stability over Agility Some monks favor strength over agility. To reflect this, you can choose to use this variant with your DM's permission. Using this variant, all mentions of your character's Dexterity score or modifier in the Unarmored Defense and Deflect Missiles class features are replaced with Strength. ### Turtle Stance At 3rd level you gain proficiency in the Athletics skill. When you learn this tradition at 3rd level, you learn to defend yourself as a turtle would, facing blows directly with a hardened body of iron. When an attacker hits you with a melee weapon attack, you can use your reaction to reduce the damage of the attack by 1d6 + your Strength modifier + half your monk level (rounded down). In addition, creatures other than you gain advantage on attack rolls against creatures you are grappling. If a creature you are grappling is restrained, then it can only use its actions to escape. ### Pennant of Dragon Strength At 3rd level you can choose any blunt object larger than 1 cubic foot and smaller than yourself to imbue with ki, which can be done over the course of a short rest. After imbuing it so, the object acquires artistic marks showing prayers to the dragon turtle and chants of might and bravery in your mother tongue. It is now your Pennant of Dragon Strength and counts as a monk weapon for you for which you have proficiency. Your pennant gains the weapon traits from the Pennant of Dragon Strength table. Attack and damage rolls using your pennant must be done with your Strength Modifier. You can enchant your pennant as if it was a non-magical weapon, but if the object already has magical properties then it retains these instead. Your pennant size is at minimum small, it is weightless for you but its weight is modified for any other creature that tries to lift it (see the table). You can choose to end your link to your pennant at any time, making it lose its imbued ki in a soft golden flash. While holding your pennant, you can't be disarmed of it, and you gain advantage on checks and saving throws against being pushed or knocked prone. ##### Pennant of Dragon Strength | Level | Damage | Weight Modifier | Properties | |:-----------:|:------:|:------:|:----------------:| | 3 | 1d6 (bludgeoning) | 2x | Versatile (1d8) | 5 | 1d8 (bludgeoning) | 2x | Versatile (1d10) | 11 | 1d10 (bludgeoning) | 3x | Versatile (1d12) | 17 | 1d12 (bludgeoning) | 4x | Versatile (2d6) ### Snap Dragon At 6th level, you can react with clasping strength on your foes. When a creature misses you with a melee attack or provokes an opportunity attack from you, you can use your reaction to make a grapple check against them. Immediately after you have successfully grappled a creature, or as a bonus action on your turn, you can spend 1 ki point to throw a creature you are grappling. The target must make a Strength saving throw against your ki save DC. On a failure, the creature is thrown up to 10 feet in a direction of your choice, takes damage equal to your Martial Arts die, has its speed reduced to 0 until the beginning of its next turn, and is knocked prone. Any additional damage the creature takes from colliding with an environmental hazard (for example a pit, a trap, or a weapon's rack) is doubled. On a successful save, the creature resists your attempt, but remains grappled by you. ### Ki of the Tidebringer At 11th level, your training allows you to infuse your ki with the power of the dragon turtle. You no longer have to spend a reaction when you use your Snap Dragon feature to make grapple checks. After using the Snap Dragon feature to make a grapple check this way, you can't use it again this way until the beginning of your next turn. In addition, at the start of your turn, you can choose to activate one of the following effects until the start of your next turn: - You gain advantage on Strength checks and Strength saving throws, and your AC increases by 2. - You gain advantage on your melee attack rolls. - Your ki save DC increases by 2, and creatures you knock prone have their speed reduced to 0 until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. ### Defiance of The Dragon Turtle At 17th level, you have perfected your connection with the essence of the dragon turtle, allowing its being to become truly one with yours in mind and body. As an action, you can manifest the dragon turtle, creating a gargantuan translucent form of a dragon turtle around you. If you do, then for 1 minute you gain the game statistics of the dragon turtle (*Monster Manual* page 119) as if under the effect of a *true polymorph* spell. You retain your mental ability scores, but you can't use your class features except for your Unarmored Movement feature. Your attacks count as magical for the purpose of overcoming damage resistance and immunity against nonmagical attacks. If there isn't enough room for this form in a space available, then this form instead attains the maximum possible size. Once you transform in this way, you can't do so again until you finish a long rest. > Created by MisterLupov, and added as a collaboration. \pagebreakNum \columnbreak ## Oath of Draconic Majesty Dragons are some of the most powerful creatures in the multiverse, and there are those who seek to emulate their majesty in all that they do. Whether they wish to use and exercise a dragon’s power, help it extend its influence and change the world, or simply fell in love with the mighty creature and its ideals, they all agree that dragonkind has its role to play in the great battles of this world. Those who follow this ideal have made an oath with an ancient or older dragon, which has become their sovereign. Followers of this oath may also choose Bahamut (god of metallic dragons) or Tiamat (god of chromatic dragons) as their Sovereign. ### Draconic Tenets Though the exact words and strictures of the Oath of Draconic Majesty vary, paladins of this oath share the following tenets, with some based on your dragon sovereign. **Majesty.** I shall not bring shame to my sovereign, and I will behave in a way befitting of my status. I will be proud. **Treasure.** I will gather wealth and unique items, both for my endeavors and for my sovereign. Regardless if they call me greedy. One never has enough riches. **Power.** (Chromatic sovereign only) What good is power if it is not used? I shall use my power to advance the goals of my sovereign and myself, and remove those who oppose me. **Goodwill.** (Metallic sovereign only) I shall not confuse arrogance and pride, nor shall I think myself above helping the weak and the weary. ### Oath Spells You gain oath spells at the paladin levels listed in the Oath of Draconic Majesty Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Draconic Majesty Spells | Paladin level | Spells | |:----:|:----|:----| | 3rd | *absorb elements, heroism* | | 5th | *dragon's breath, hold person* | | 9th | *fear, protection from energy* | | 13th | *elemental bane, stoneskin* | | 17th | *dominate person, legend lore* | ### Draconic Oath At 3rd level, as you seek to emulate the majesty of dragons, you have learned to speak, read and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. When you choose this sacred oath, you choose one type of dragon as your sovereign. The damage type associated with that dragon is used by features of this oath. If you choose Bahamut as your sovereign you can choose any metallic dragon, and if you choose Tiamat as your sovereign you can choose any chromatic dragon. \pagebreakNum ##### Draconic Oath | Metallic Dragon | Chromatic Dragon | Damage Type | |:----:|:----|:----| | Copper | Black | Acid | | Silver | White | Cold | | Gold, Brass | Red | Fire | | Bronze | Blue | Lightning | | *none* | Green | Poison | When you deal damage with your oath spells, or your Divine Smite and Improved Divine Smite class features, you can now switch the damage type with the one associated with your Draconic Oath. ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Frightening Presence.** As an action, you can use your Channel Divinity to exude a terrifying presence. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. **Wing Buffet.** As an action, you summon radiant wings that create a strong wind. Each creature of your choice in a 30-foot cone, which originates from you, must make a Strength saving throw. On a failure, they are pushed back 15 feet from you and fall prone, and if they encounter a solid obstacle take 1d6 + your paladin level bludgeoning damage. On a success, they are instead knocked back 5 feet. ### Aura of the Dragon Queen *Chromatic Draconic Oath only* Beginning at 7th level, you imbue your own weapons and those of your allies with the elemental fury of your dragon sovereign. When you or a friendly creature within 10 feet of you hits a creature with a weapon attack, it will deal extra damage equal to your Charisma modifier (minimum of 1) of the type associated with your Draconic Oath. A creature can only deal this extra damage once per turn. At 18th level, the range of this aura increases to 30 feet. ### Aura of the Platinum Dragon *Metallic Draconic Oath only* Beginning at 7th level, your devotion grants you and those around you the divine protection of your dragon sovereign. You and friendly creatures within 10 feet of you reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum of 1). Creatures reduce damage this way before resistances have been calculated. At 18th level, the range of this aura increases to 30 feet. \columnbreak ### Draconic Wings At 15th level, you gain the ability to sprout a pair of spectral dragon wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. While these wings are active, all other friendly creatures who are within 5 feet of you gain half cover. ### Draconic Avatar At 20th level, you can use your action to temporarily ascend to the ideal of dragonkind, sharing its majesty with those around you. You gain the following benefits for 1 minute: - You have immunity to the damage type associated with your Draconic Oath. - You gain the effects of the Enlarge option from the *enlarge/reduce* spell. - You and friendly creatures within 30 feet of you gain half cover, provided your wings are active. - You can use your bonus action to exhale destructive energy of your Draconic Oath's damage type in a 30-foot cone, which leaves your allies unscathed. Each creature of your choice in that area must make a Dexterity saving throw against your spell save DC. Each target takes damage equal to 3d10 + your Charisma modifier on a failed save, or half as much damage on a successful one. You can choose to change its damage type to radiant damage. ___ Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ## Stormscale Stormscale are elite warrior rogues that serve blue dragons. They bend lightning by using dragon magic, and use it to relentlessly pursue opponents. Hard to pin down, they present formidable foes that can turn the tide of battle. Stormscale are famous for being able to fullfill multiple roles. They are feared as assassins who lock down spellcasters, or warriors who dash towards their opponents and take them by surprise. Stormscale are students of blue dragon masters, known as a maekrix, who teaches them a secretive form of magic at their conclaves, also known as a Stormshells. Blue dragons are renowned for not only creating half dragon offspring as loyal soldiers, but more so for treating their offspring with equal affection, both full and half dragons. They are aware of the limitations of their mortal offspring, as only a few can "ascend to dragonhood", and as such train them to fullfill different roles for their masters. Stormscale are usually half blue dragons, but many other races have been known to be "adopted" by blue dragons, after they sensed their distant blue dragon lineage. Stormscale are taught how to draw raw magic from their blue dragon heritage, allowing them more restricted but also more flexible methods of employing dragon magic. #### Storm Conduit At 3rd level, when you use your Sneak Attack feature, you can choose to turn the Sneak Attack damage into lightning damage. If you do so, you can also cause a Lightning Arc. Choose another creature within 30 feet of the creature you attacked and force it to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failure, it takes lightning damage equal to your rogue level. Starting at 9th level, creatures that take lightning damage from you can't take reactions until the start of your next turn. #### Unleashed Tempest At 3rd level, you become quick as lightning. Your speed increases by 5 feet when you aren't wearing heavy armor. This bonus to your speed increases to 10 feet at 9th level, 15 feet at 13th level, and 20 feet at 17th level. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, you have moved at least 15 feet away from where you began the turn (through teleport or standard movement), and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you. > ##### Stormscale Armor > Stormscale are skilled at interweaving freely gifted dragon scales into light armor. This light armor gains the benefits of a Dragonfriend's Armor, except it counts as a studded leather armor, and its base AC is 13 + Dex modifier. \columnbreak #### Stormscale Agent Beginning at 9th level, you can flare your draconic blood to smell the magic in the air. As a bonus action, you can detect the presence and location of any magic present within 60 feet of you. If the magic was caused by a spell, you learn its school. You also learn if any such magic was active or cast within the past 10 minutes, and the location of what it affected if that target is within 60 feet of you. Once you learn its location, you keep track of it for 1 minute or until it leaves your 60 foot radius. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after finishing a long rest. #### Cloudburst At 13th level, you can use your bonus action to briefly become lightning. You end all effects on yourself that reduce your speed (such as the grappled and restrained conditions), and then teleport to an unoccupied space you can see within 30 feet of you. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. #### Stormscale Mastery Starting at 17th level, when a creature fails its Dexterity saving throw against a Lightning Arc, it becomes the source of a second arc that deals half as much damage as the first. You can only generate one additional arc per attack this way. In addition, if a creature generates a Lightning Arc, and there are no other creatures within 30 feet of it that are hostile to you, you can cause the charge to rebound on that creature, dealing half as much lightning damage as the arc would have. \pagebreakNum ## Draconic Bloodline, revised Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. ### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features of this subclass. ##### Dragon Ancestor | Dragon | Damage Type | |:----:|:----| | Black, Copper | Acid | | Silver, White | Cold | | Brass, Gold, Red | Fire | | Blue, Bronze | Lightning | | Green | Poison | You know the *primal savagery* cantrip, and when you cast it its damage type changes to the one associated with your dragon ancestor. When you learn the *burning hands*, *dragon's breath*, *fireball*, and *delayed blast fireball* spells you can choose to change their damage type to the one associated with your dragon ancestor. If changed, they won't ignite objects. You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. ### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When not wearing armor and not wielding a shield, your AC becomes 13 + your Dexterity modifier. ### Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your dragon ancestor, you can add your Charisma modifier to one damage roll of that spell. You also learn the *absorb elements* spell, which doesn't count against your number of sorcerer spells known, and you can use it against poison damage as well. You can cast it by spending 1 sorcery point or by expending a spell slot. If the damage that triggers this spell is of the type associated with your dragon ancestor, then you can cast it without expending a spell slot or spending a sorcery point. If you already have resistance against this damage type when casting it this way, then you cast it at a spell level that is equal to your proficiency bonus. \columnbreak ### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, granting you a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Your clothes are magically changed to accommodate them, but armor has to be modified to accommodate them. Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years. ### Draconic Presence Beginning at 18th level, you have advantage on melee attack rolls against creatures that are frightened. In addition, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet for 1 minute. The first time a Hostile creature starts its turn in this aura it must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. ## New Metamagic Options At your DM's discretion, the following metamagic options may be available to you. #### Draconic Fury ***Prerequisite:*** *Draconic Bloodline* ___ When you cast the *primal savagery* spell, you can spend 3 sorcery points to imbue yourself with the fury of your dragon lineage for 1 minute. For the duration, whenever you cast your *primal savagery* spell, you can make an additional attack with it as a bonus action. #### Elemental Ancestry ***Prerequisite:*** *Draconic Bloodline* ___ Whenever you deal damage of the type associated with your dragon ancestor, and this damage would be affected by resistance, you can spend 1 sorcery point to draw upon the energy of your ancestors and overwhelm any natural or magical resistances. All damage you deal until the end of your next turn ignores resistance against the damage type associated with your dragon ancestor. #### Frightful Spell ***Prerequisite:*** *Draconic Bloodline* ___ When you cast a spell that forces one or more creatures to make a saving throw and at least one fails its saving throw, you can spend 2 sorcery points and choose one of the affected creatures that failed its saving throw. The target becomes frightened of you until the end of your next turn. \pagebreakNum
## Optional: Pseudodragon Unlike wizards, sorcerers usually don't have familiars to act as their companions. A way around that is to gain the trust and friendship of a pseudodragon. This option is not a stan-dard part of this revision and your DM must approve of it. At your Dungeon Master's discretion you may be approached by a pseudodragon during your adventures. Due to its advantages, it is recommended that this happens around 5th level. After you have gained the pseudodragon's trust, usually gained over an extended period of time, you may bond with it. Your pseudodragon may gain the game statistics listed in this work instead of those in the *Monster Manual*. As an action, you can summon your Pseudodragon to appear within 5 feet of you, if it is willing. Should your pseudodragon die, then you can revive it with full health by expending a 1st level (or higher) spell slot. After you revive your pseudodragon, it will not approach you for (usually) 8 hours as it is upset that you allowed it to die. It will however not break the familiar bond it has with you, but be sure to pamper it afterwards, like you would a cat. However, even though your pseudodragon loves being pampered, you must avoid calling it your "pet" at any cost, for there is a chance that it will leave you if you do. After all, your pseudodragon companion is your friend, not some kind of dog. Despite this, it loves being called cute names, and it adores being cuddled like a pet would. Pseudodragons actually revel in the cuteness of their spoken name, and names like Snookie or Cuddles or Boo Boo are quite popular. Pseudodragons are also famous for their venom, which is used as a magical ingredient, and fetches a high price on the market. It will however not allow you to "milk it", and if you slay it you can never bond with another pseudodragon again. \columnbreak ___ > ## Pseudodragon >*Tiny dragon, neutral good* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 9 + your level > - **Speed** 15 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|17 (+3)|14 (+2)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Dex +5, Con +4, Wis +3 > - **Skills** Perception +3, Stealth +5 > - **Senses** blindsight 10 ft., darkvision 60 ft, passive Perception 13 > - **Languages** Understands common and draconic but can't speak > ___ > >***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > >***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects. > >***Limited Telepathy.*** The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. > >***Familiar.*** This pseudodragon has a magic, telepathic bond with you. You can sense what the pseudodragon senses as long as you are within 1 mile of each other. You share its Magic Resistance trait if it is within 10 feet of you. > > ### Actions > ***Sting.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 1d4 + 3 piercing damage. The target must succeed on a Constitution saving throw against your spell save DC -5, or fall unconscious for 1 minute. It wakes if it takes damage or another creature uses an action to wake it. \pagebreakNum ## The Dragon Student The Dragon Student is an unusual patron, as you are the one teaching it. Your power comes from your Dragon Student, but it is you who helps it harness this awesome power. Technically this power comes from Io, the dragon primordial of creation, who gifted this power as an otherworldly patron. But it is your dragon student who grants it to you directly. You are a Dragon Master, a young student of the Darastrix Academy. At a young age you were bonded with a dragon wyrmling, entrusted to you by its dragon parent. Even though you are a student, you are a master in your own right to your dragon wyrmling, as you teach it to harness its power. Due to the bonding, your wyrmling shares your drive to learn its dragon magic quickly, at the cost of other aspects of its draconic might being weakened. Although you are technically a wizard, the bond that you have made with your dragon has granted you access to its awesome dragon magic, but in exchange your own studies towards the arcane have been limited. Moreover, due to your bond you share some of the dragon's temperament, and you are inclined to actively seek out the joy of adventure. Now you and your dragon wyrmling bonded partner go out on adventures, as you seek to put the power of dragon magic into practice, regardless of your young age. Most Dragon Masters are human, but half dragons have been known to teach siblings. Your magical bond with your dragon companion has granted you access to its powerful dragon magic in addition to your own mortal magic. For example, a *Bigby's hand* would appear like a fist when cast by a humanoid, and as a flaming claw when cast by its red dragon student. And even though you still need to study, most of your magical power comes from this bond. As such, Dragon masters have a saying when it comes to their dragons: You teach me and I teach you.
\pagebreakNum ## New Eldritch Invocations When you gain invocations outside of the ones listed here, that refer to you (such as the Agonizing Blast invocation), they also apply to your dragon companion. #### Breath Weapon ***Prerequisite:*** *eldritch blast cantrip, Bonded Dragon feature.* ___ Dragon magic is elemental magic, and a dragon's breath weapon is one of the simplest expressions of this power. Although the bond has weakened many of your Dragon's draconic attributes, it has enhanced its magical potential, and this invocation brings back some of that power. When you command your Dragon to cast *eldritch blast*, you can choose to change it into an area attack with a DC saving throw, which is different for each dragon and listed in the Dragon Student table. It damages all creatures in the area. Instead of firing additional beams, its breath weapon deals an additional 1d10 damage at 5th level, 11th level, and 17th level this way. A creature takes half damage on a successful save. If you possess the Agonizing Blast invocation, then when you deal damage with your *eldrtich blast* spell this way, each creature that suffers damage counts as a hit, and you can add the total bonus damage to each affected creature. #### Dragon Warrior ***Prerequisite:*** *Pact of the Dragon feature.* ___ You gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. It counts as a magical weapon. This benefit lasts until you finish a long rest. #### Draconic Smite ***Prerequisite:*** *5th level, Pact of the Dragon feature* ___ Once per turn when you hit a creature with a melee weapon, you can expend a warlock spell slot to deal an extra 1d8 damage of the type associated with your Dragon Student to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. Flying creatures will count as prone for game mechanics. #### Improved Breath Weapon ***Prerequisite:*** *5th level, Breath Weapon invocation, Pact of the Dragon feature.* ___ When you command your dragon to cast *eldritch blast* as a breath weapon, you can double its range (a cone becomes 30-foot, and a line becomes 60-feet long and 10 feet wide). #### Improved Dragon Warrior ***Prerequisite:*** *5th level, Dragon Warrior invocation, Pact of the Dragon feature.* ___ You can use any weapon that you enhanced with your Dragon Warrior invocation as a spellcasting focus for your warlock spells. You can summon it to your hand as an action. Once per turn, when you hit a creature with this weapon, the creature takes extra damage equal to your Charisma modifier (minimum of 1) of the type associated with your Dragon Student's damage type. #### Advanced Dragon Magic ***Prerequisite:*** *7th level, Pact of the Dragon feature.* ___ Your dragon's bite attack deals additional damage equal to your Charisma modifier (minimum of 1) of the type associated with your Dragon Student's damage type. In addition, all its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When your dragon receives temporary hit points through the Pact of the Dragon feature, you add your Charisma modifier (minimum of 1) to this amount. #### Dragon Rider ***Prerequisite:*** *7th level, eldritch blast cantrip, Pact of the Dragon feature.* ___ When you take the Attack action on your turn to make a weapon attack (or the Ready action to prepare a weapon attack) while riding your dragon, you can now use your bonus action to command your dragon to cast *eldritch blast* as a melee spell attack (this doesn't benefit from your Pact of the Dragon nor Dragon Magic Mastery features). You can only make one attack with the Attack action this way. You and your dragon combined can only cast one spell per turn this way. You can't change this eldritch blast into a breath weapon. #### Gifted Student ***Prerequisite:*** *7th level, Pact of the Dragon feature.* ___ When your dragon receives temporary hit points through the Pact of the Dragon feature, you can instead give these temporary hit points to another creature within 60 feet of it. Afterwards, the target cannot receive temporary hit points this way again until it finishes a short or long rest. When your dragon would regain hit points while in combat, you can choose to regain these hit points yourself instead. #### Elemental Fury ***Prerequisite:*** *12th level, Pact of the Dragon feature.* ___ When you or your dragon deals damage, you ignore resistance against your Dragon Student's damage type. #### Combine Magic ***Prerequisite:*** *15th level, Pact of the Dragon feature.* ___ If a Dragon Master shares a particularly strong bond with his or her dragon, the pair can even cast spells together that combine the best of the mortal and dragon forms of magic, going where no mortal or dragon could go before. When you use your action to command your dragon to cast a warlock spell that expends a spell slot and deals damage, you can now use your bonus action to deal maximum damage with that spell, provided your dragon is within 30 feet of you. When you enhance a spell this way, you can choose which creatures are affected by that spell, and which aren't. The first time you do so, you and your dragon each suffer 2d12 force damage due to the feedback. If you use this invocation again before finishing a long rest, the force damage increases by 2d12. This damage ignores temporary hit points, resistance, and immunity. \pagebreakNum
\pagebreak ### Half Dragon Half dragons are the most "human" among the draconic races. They appear like humans, with scales and hair colors that match their most dominant draconic ancestor. They have a long scaly tail, scaled legs, and a few scales on their torso, arms, and face. In addition they have draconic horns sprouting from their heads, as well as draconic looking eyes. Half dragons are divided in subraces based on which draconic ancestor is the most dominant for them. Based on their ancestry, they are blessed with various benefits. But a powerful breath weapon is what they all have in common, even compared to that of the dragonborn. Half dragons are different from dragonborn in that they were not artificially created, but instead are born or are descended from unions between dragons and mortal partners. Metallic dragons are known for their ability to take on humanoid forms, especially silver dragons, whose love for humanity has caused them to create an entire human subrace; the silverbrow humans. However, dragons are magical creatures, and many are able to wield powerful magic (see the Dragons as Innate Spellcasters variant rule in the *Monster Manual* on page 86). As such many chromatic dragons have been able to create half dragon bloodlines of their own. Blue dragon particularly are known for creating many half dragon offspring, as a way of creating weaker soldiers that will be less likely to betray them. Interesting enough, despite being chromatic dragons, blue dragons are known for being loving parents to any of their children, dragon or half dragon. Half dragons possess less bestial traits than dragonborn, but possess undeniable potential and the possibility to "ascend to dragonhood". This grants the half dragon the ability to assume their true dragon form, and become a full-fledged dragon. In addition, half dragons live a lot longer than dragonborn, being able to live almost a millennium, and surpassing the age of elves. Despite this, they often have more children than elves do, and as such are a fast expending race, almost as fast as dragonborn. The only thing keeping this race in check from \columnbreak overwhelming areas are the many conflicts they tend to have. Not because they are necessarily violent (though in the case of some half dragon subraces this is indeed the case), but because they are a prideful race that doesn't shy away from a challenge and often meets it head on. Combined with the half dragon race its desire to become stronger and seek out challenges, they tend to live dangerous lives. In order to expand and increase their survival changes, half dragons usually spend the early parts of their long lives rearing and raising children, and will only adventure once they feel they have experienced this kind of life long enough, potentially leaving their current children into the care of their spouse or families. Their long lives allow them to experience both lifestyles, and it isn't uncommon for a half dragon adventurer to have children waiting at home, or to return to a life of family once their adventuring lives are behind them. However, despite their claims, their adventuring lives are never truly left behind, as their racial drive to become stronger often pushes them back into it once more. Despite this, half dragons are a race with strong individuals, and some start their lives as adventurers instead. The pull towards worthwhile challenges taking priority for them. Alongside half silver dragons and half blue dragons, half red dragons are among the most numerous of half dragons. This has baffled many scholars, as red dragons do not have the love for humanity that, silver dragons have, nor the organization and family bonds of blue dragons. On top of that red dragons are infamous for their pride and desire to make achievements without the help of others. And ironically, while the half red dragons have the strongest desire out of all the half dragons to become stronger, they do work very well together. They are known as sea coast raiders, who pillage while sailing their longboats. While this is partially true, there are also more peaceful half red dragon villages. The half red dragons generally believe that they were formerly human tribes, who sought to create more half red dragon tribesmen to give them an edge in their many wars. They did this through temporary forged alliances with red dragons, whom they bought with gold and treasure. Over time their dominant genes spread, creating entire tribes of half red dragons. \pagebreakNum There are also groups of half dragons that work together with their full-blooded kin. The most notable of those are the half silver dragons, who are often raised in human settlements by their silver dragon family. These children are often the result of the silver dragon's fascination with humans, resulting in unions that create half silver dragons. Another group are the half blue dragons, who were intentionally created by blue dragon families, as they sought to create plentiful and loyal troops to serve them. Despite this ulterior motive, blue dragons are surprisingly good parents, treating their half and full-blooded offspring with equal affection. This generally results in half blue dragons being loyal servants and agents of their families. Despite being chromatic dragons, blue dragons are more likely to be mocking and manipulative than outright cruel or murderous to "lesser" creatures, which is why they love using hallucinations on travelers. The family always goes first, even if it means defying Tiamat. Because the dragons themselves already provide the brute strength to their forces, half blue dragons often become Stormscales; specialized warriors who perform key tasks. These include taking out spellcasters, who often pose the biggest threat to their full-blooded kin, assassinating key leaders, or using their incredible speed to surprise foes and take them head-on. These Stormscales are fiercely loyal to their full-blooded dragon kin, to the point that blue dragons even trust them enough to allow them to be hired by those with sufficient gold. They are greatly feared by even the most powerful of wizards, as more than one spell caster has met a grizzly demize at the hands of a Stormscale. \columnbreak Stormscale are also known as honorable in many cases, rewarding those that have provided a service to their cause. This seems strange to many due to their blue dragon heritage, as they generally worship Tiamat. Many speculate that they have this code of honor due to pragmatism, as it allows them the best results to persuade others, as they often have enough riches. However, if those that have gained freely gifted scales from a dragon (blue or otherwise), and requests that these scales are interweaved into light armor, most Stormscale will ensure that they find someone who can do that for them. Despite being honorable, Stormscale will pragmatically eliminate anyone who might pose a threat to their family. ## Feats ### Mage Slayer (revised) You have practiced techniques in melee combat against spellcasters, gaining the following benefits: - When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. - You have advantage on melee attacks against creatures that are concentrating on a spell. - You have advantage on saving throws against spells cast by creatures within 5 feet of you, or who started their turn within 5 feet of you. \pagebreakNum #### Relationship with other races Half dragons get along the best with dragonborn, sharing similarities with this draconic race. However, unlike dragonborn, half dragons tend to be more individualistic due to their stronger ties to their draconic ancestry, despite their more humanoid appearance. Half dragons are also the ones most accepted within dragonborn communities. This despite the long tail that half dragons have, which is seen as a bad omen if it belongs to a dragonborn. Dragonborn see half dragons as fundamentally different, despite the similarities, and that would explain their tolerance for their tails. Kobolds are often seen in an endearing way, thinking of them as comedic but still being respectful enough to them due to their usefulness. They will usually come to the defense of one because of this endearing feeling, unless the kobold deserves its misfortune which it often does. Half dragons can be annoyed with them from time to time. However, the kobold’s valuable skills and devout worship makes these annoyances easier to overlook in the eyes of a half dragon. They tend to get along well with most other races, though the drive and ambition that humans often possess makes half dragons gravitate towards humans more often than not. They are, however, wary of races that have unfavorable reputations based on past actions or beliefs. Yet, many half dragons will judge individuals based on their merits before deciding on an opinion about them. ##### Half Dragon players vs Half Dragon template There is an existing half dragon template, which is meant as a boon on top of existing monsters. The half dragon player race is different in both appearance and power. Where the template makes the creature look extremely dragonlike, the playable half dragon still has a very humanoid appearance. The half dragon can have the appearance of a dwarf or halfling if the mortal parent was one, though due to its larger size it would still be medium, as well as possess all the other half dragon traits. The term half dragon is also used as a reference to those who are descendants of such unions between dragon and mortal, and as such the name is a bit inaccurate when used in those cases. Regardless, it is a generally acceptable term when used to describe the more humanoid descendants of dragon kind. For those players that want to play a half dragon with wings, you can discuss the following option with your DM; access to the Draconic Heritage feat from the dragonborn: #### Blessed by the Dragon Gods Most half dragons only possess a draconic tail and lower body, along with several scales on their upper bodies. However, there are a rare few who are blessed by the dragon gods (usually Bahamut or Tiamat) and are granted draconic wings. These blessings seem to be random, as even the most devout followers of Bahamut will find it unlikely that they would be blessed with them. Those who are lucky enough to be granted this blessing will often start with smaller or weaker wings, which need time to properly grow in size or strength. And, similar to the lesser dragon form, these wings will only further motivate them to ascend to dragonhood. \columnbreak > ##### Playing as a Half Dragon with wings > > Some half dragons are blessed by the dragon gods and may choose the Draconic Heritage feat (page 7) from the dragonborn as their feat once, to gain the Wings trait of the Wayfarer subrace. This grants them draconic wings. > >**NOTE**: This is a powerful feat when given to a half dragon, so you can only take this feat once and with your DM's permission, and you must choose the Wings trait of the Wayfarer subrace. >####
### Zekyl (Elf) The zekyl (also known as zekylynor) are the offspring of shadow dragons and their drow partners. The shadow dragons of clan Jaezred are infamous for creating half drow and half dragon children as infiltrators as they seek to destroy drow society from within and end the oppressive and cruel matriarchy that Lolth has forced upon the drow race. Though their reasons are less benign, as they seek to rule over all of drow kind themselves, while secretly living among them. \pagebreakNum >##### Playing as a Zekyl elven subrace > >When playing an elf you can choose Zekyl as your elven subrace, provided you have your DM's permission. You have access to all the customization options that drow and half dragons have, including feats and epic boons. When you ascend to dragonhood you can shapechange into an adult red shadow dragon (*Monster Manual* page 84 and 98). You can choose the Draconic Heritage feat (page 7) from the dragonborn once, but must choose the Wings trait of the Wayfarer subrace. Zekyl players gain the following racial traits: > >**Ability Score Increase**: Your Strength or Charisma score increases by 1. > >**Change Shape**: You can cast the *disguise self* spell once with this trait, and regain the ability to cast it this way when you finish a long rest. After 1 hour you can concentrate on this spell to extend its duration up to 8 hours. Charisma is your spellcasting ability for this spell. > >**Breath Weapon**: You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15-foot cone which originates from you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. > >After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you used it. > >Using this trait reveals your true nature to any creature within 30 feet that can see you. > >**Sensitive Eyes**: While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight. > >___ >*Zekyl players can choose the shadow dragon as their chosen dragon for subclasses that make you choose between different dragon types. Its damage type is necrotic. The shadow dragon counts as either a metallic or chromatic dragon (your choice). Zekyl Dragon Domain clerics, that chose the shadow dragon for their Draconic Blessing, will deal necrotic damage in a 30-foot cone (Dex. Save) with their Dragon's Wrath Channel Divinity feature. Zekyl Draconic Bloodline sorcerers can choose necrotic as one of the damage types when casting the elemental exchange spell, and can use the absorb elements spell against necrotic damage as well.* > >#### As they grow stronger, they are able to ascend to dragonhood in a similar manner as half dragons are, and will become known as drow-dragons. However, due to the chaotic influences of the shadowfell, they are not truly half dragons themselves, as they are genetically closer to their elven lineage. Which is why, when ascended, they consider themselves an entirely different species. Due to the chaotic influences of the shadowfell, their appearance varies, but they always share some draconic characteristics. Unlike half dragons they do not have a natural resistance against an elemental type, but instead their shadow touched nature allows them to change their appearance, enabling them to infiltrate drow society from within. They are also far more likely to develop wings than regular half dragons are, which scholars believe is due to the influences of the shadowfell instead of a deity. Similar to blue dragons, shadow dragons are affectionate to all of their children, shadow dragon or zekyl alike. Because of this strong family bond, most zekyl have an strong sense of loyalty to the shadow dragons that govern over them. Yet some Zekyl follow the deities Vhaeraun and Eilistraee, whom they consider allies against Lolth. While others become adventurers, who seek to leave the Underdark all together. ### Silverbrow (Human) Silver dragons relish humanoid form and enjoy many of the same daily pleasures as humans. Long ago, communities of humans welcomed disguised silver dragons among them, not knowing the truth about their new neighbors. In these communities, half silver dragon children became common as the dragon visitors married their human friends. These communities either welcomed these children, or their draconic parents used their magic to alter their appearance. Over time, as these children mingled with other humans, the overtly draconic physical characteristics faded, leaving human-looking children with silver dragon bloodlines. Eventually, the dragons themselves departed, leaving behind a strong draconic heritage; a silver streak or highlights in the hair. They came to be known as silverbrow humans.
> ##### Playing as a Silverbrow Human > > If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait. > > **Ability Score Increase**: Two different ability scores of your choice increase by 1. > > **Feather Fall**: You can cast the *feather fall* spell once with this trait, and regain the ability to cast it this way when you finish a short or long rest. Those affected by this spell can move one foot horizontally for each foot that they fall. > >**Feat**: You gain one feat of your choice. >#### \pagebreakNum ### Kobold When most people think of kobolds, having a draconic ancestor is likely one of the last things that comes to their mind. Kobolds are cowardly by nature, and have a weaker moral standing than most other races. As such they seem to have little in common with their draconic ancestors. Nevertheless, kobolds are quite capable crafters and builders, if they are instructed well enough. And they have an uncanny natural affinity for tunneling and laying traps. Kobolds can live up to 120 years, but their tendency of almost comedically getting themselves killed means they rarely live that long. They are the most numerous of all the draconic races, and they are also renowned for their teamwork. When fighting alongside other kobolds they are also far less cowardly. What they are most renowned for however is their worship of dragons, whose whims and even cruelty they readily forgive. This despite their tendency to be petty and spiteful if they don't receive the respect they believe they deserve as descendants of glorious dragonkind. Indeed, no form of treachery comes to mind when a dragon is involved. And as far as they are concerned, dragonborn and half dragons are every bit as dragon as true dragons are. #### Wild Kobolds Those kobolds that are found as opponents to adventurers are usually "wild kobolds" as they are described by those that understand the difference. These kobolds are far less likely to interact with other races, and have developed a sensitivity to sunlight because they are not accustomed to living outside their tunnels. Like the more civilized Kobolds, who are sometimes referred to as "high kobolds" by scholars, they are renowned trap makers and tunnelers. However, these wild kobolds often struggle to survive, and as such they are better trained at teamwork, as those that aren't are usually eaten quite early in their lives. This also means that they are less educated, and far more hostile. Kobold players may choose to sympathize with their less developed cousins, or they could be scornful. Not liking how these even more cowardly kobolds give them a bad name. ### Relationship with other races Kobolds revere both dragonborn and half dragons, to the point that it is almost worship. And although they will also stand up to their own interests (which they consider a sign that they are worthy) they will still do everything within their power to prove their worth to them. These are generalizations, but overall they do tend to be highly positive towards dragonborn and half dragons, especially those that show them a shred of respect. Which doesn't have to be a whole lot all things considered. As such the other draconic races tolerate them, either annoyed or endeared, or both. Other humanoid races on the other hand are often met with suspicion, and the feeling is often mutual. However, many kobolds are more open, especially if a good meal is involved. Gnomes however, are generally considered a racial enemy, though some kobolds can overlook that if the meal is sufficient enough. #### Dragonwrought Kobolds Dragonwrought kobolds are rare members of the kobold race with a stronger connection to their draconic ancestors. ___ All dragonwrought kobolds have scales that are tinted in a hue that aligns with their respective ancestors. The eggs that dragonwrought kobolds come from are covered in specks matching the color of their true dragon relative, increasing in size and number over time. These kobolds are born with a set of reptilian wings, but only some can immediately use them for flight. In most cases it will take practice and experience for them to fully utilize their wings to their fullest. The influence of a dragonwrought kobold's ancestry is deep enough that they are granted several abilities. They are immune to magical sleep effects, and are resistant to paralysis as well as their draconic ancestor's elemental type. Those with chromatic ancestry live up to five times longer than regular kobolds, and those with metallic ancestors can live up to ten times longer. Which is rather impressive seeing as kobolds can usually live up to 120 years. Dragonwrought eggs are usually brought to sacred kobold communities in mountain ranges or other high altitudes, where they focus on training their wings instead of digging through the earth and placing traps. They are also more prideful then regular kobolds, but this does not dissuade other kobolds from revering them in the slightest. Usually dragonwrought kobolds are born from special eggs, but sometimes the draconic gods bestow the gift of dragonwrought upon those kobolds who earn their favor. These kobolds are called Urds, named after the draconic word for wings, and are equally revered.
> ##### Playing as a Dragonwrought Kobold > > You may choose to play as a regular dragonwrought kobold, born with wings from a special egg and cherished among your tribe. > > If you choose this variant, you gain the Urd Feat (page 16) at 1st level, but you lose the following racial traits: > Burrower, Center of Attention. and Skilled Trapper (page 15).
# Religion Worship is a sensitive topic among the draconic races. On one hand Bahamut is often worshipped by half dragons, while Tiamat is usually worshipped by half dragons of evil alignment. Asgorath, also known as Io, the Ninefold Dragon, who created the dragon gods and all of dragonkind, cares for the betterment of dragon society as a whole, and those who worship him often have very different interpretations. Regardless, he cares for all dragon kind, which includes the draconic races. Dragonborn on the other hand prefer not to revere gods, and will mostly just tolerate their worship. Especially dragon gods are a touchy subject, as they are generally not very fond of true dragons, which extends to the dragon gods. Even as they receive blessings, or fragments, of what makes a true dragon, they still do not think fondly of dragon kind. Most dragonborn believe that the gods created them as slaves to the dragons, so worship among dragonborn is considered taboo. Most dragonborn who revere gods are usually paladins, as paladins are purpose driven and honor bound. They earn the blessings of their gods through deeds, not by praying or asking for aid. In their minds they will become so strong and powerful that the entity will recognize them, see the value within them, and offer its help to them. Which they will accept for the betterment of the clan, and those around them. This is why those who revere gods are usually paladins instead of clerics, and why dragonborn warlocks are extremely rare. The main deities of the draconic pantheon are Bahamut and Tiamat. They are also the ones who enjoy the most non-draconic followers, and have been at odds with each other since the beginning of creation. All dragon gods have in common that they value strength and independence, and this is one of the few areas where Bahamut and Tiamat find common place. Bahamut on one hand promotes strength in his followers and teaches them to promote independence. He will shield those that are weaker, but strongly encourages those weaker beings to strive to improve themselves. While Tiamat has little patience for weakness, and encourages her followers to kill those that provide no use to them. ### Asgorath Asgorath, also known as Io, is the lawful neutral dragon deity of creation. He (or she, as some traditions suggested) is regarded as the creator of the multiverse and of dragonkind. He manipulates the destinies of all dragons by operating in a way that nobody suspected his involvement. Asgorath is sup-posed to encompass all alignments, but is often regarded as neutral. In the Outer Planes, he is more commonly known as Io. His holy symbol, an unadorned circle, represents totality. Some sages believe that Asgorath is an aspect of the World Serpent concept, while others claim that Asgorath is actually a primordial that had ascended to godhood. Regardless, Asgorath is revered by dragons of all kinds. He is also worshiped by some half dragons, kobolds, lizardfolk, troglodytes, humans, and even a few dragonborn. Asgorath has no enemies among the other gods, because of his neutral point of view. Even those of opposing alignments can find common cause under the banner of the World Shaper. ### Bahamut Bahamut is the lawful good dragon god of justice, good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness). Bahamut is stern and very disapproving of evil, always arguing with Asgorath about his crusade against it. He accepts no excuses for evil acts, and doesn't tolerate even minor offenses by evil creatures. Despite his stance, he is also considered one of the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He usually prefers to polymorph those who had offended him instead of killing them, although it is also said that Bahamut loathes to sully himself with the blood of evil creatures. \pagebreakNum By draconic standards, Bahamut is neither vain or desirous of treasure. He values wisdom, knowledge, prophecies, and songs instead. He uses the great wealth he has amassed over the ages to help those in need, while using the magic items he has gathered to further his goals. However, he also pursues viciously (usually sending his champions and followers) those who try to steal the hoard from his palace as, after all, he is a god of justice. Bahamut also likes to prove the strength and worthiness of his followers by battling against them in his dragon form, halting the combat when his followers are injured or when he overcomes them. However, he is prone to get carried away by his zeal, and has powerful healers on hand in case he has gravely injured one of his followers in those battles. While his court is comprised only of gold dragons, Bahamut enjoys the company of all good dragons, delighting in their differences and varied personalities. ### Kurtulmak Kurtulmak is the lawful evil or lawful neutral (depending on branch) patron god of kobolds. Interesting enough, there are two branches of worship that revere him. The first one is practiced by the wild kobolds, who preach that Kurtulmak tirelessly drives kobolds to make war upon gnomes, in retaliation for a prank the gnomish deity Garl Glittergold pulled on him. This version of Kurtulmak is known to have neither compassion nor a sense of humor. Their symbol is a gnome's skull pierced with an iron stake. The second branch is practiced by the more civilized kobolds, in which Kurtulmak is of lawful neutral alignment. It tells that Kurtulmak is a victim of a cowardly act by Garl Glittergold, but that one day their people will rise up and bring him to justice. Their holy symbol is the head of a kobold with golden eyes, and two crossed pickaxes. ___ The First story tells of how Kurtulmak decided to carve out a great cavern and rig it to collapse, whereupon he would then play a great jest; he would invite all of the other racial deities to the cavern for a feast, whereupon he would tell \columnbreak ___ them the tale of "The Violation of Tiamat's Lair." At the tale's end, he would pull out an ornate stone trigger and bury the assembled deities alive. The subsequent turn of events differs on whether the myth's teller is a kobold or a gnome, but either way Garl Glittergold stumbled across Kurtulmak's cavern and pulled the trigger, burying the God of the kobolds in his own trap. The kobold version insists that Garl Glittergold did so because he was jealous of Kurtulmak's creation, whilst the gnomish version claims that Garl admired Kurtulmak's work and pulled the keystone out simply to see if it worked. The second story, as told by those kobolds that are more civilized, tells an entirely different tale: When Io gave the secret of creation to the first true dragons, the first dragon to use that secret was Caesinsjach, a green dragon. The first kobold was Kurtulmak. Caesinsjach chose to command her new creations through Kurtulmak; and he ascended to a position of leadership. When Caesinsjach told the kobolds to mine for precious metal, Kurtulmak invented the pickaxe When she ordered them to tile her lair with gold Kurtulmak Kurtulmak minted the first draconic coin. And when she told them to mine precious stones, Kurtulmak taught himself sorcery to divine where minerals were located. When Caesinsjach's lair was finished and she had become the wealthiest dragon in creation she let the kobolds go free. In emulation of his former mistress, Kurtulmak immediately began mining a lair for him-self. Although he never asked for help, every kobold he ever worked with came to his aid. Kurtulmak found a spot with a near limitless supply of metal ore and precious stones. With Kurtulmak commanding the operation, it quickly became the most structurally sound and resourcefully designed mine the world had ever seen. Kurtulmak called it Darastrixhurthi, a fortress fit for dragons. Nothing rivaled it. Garl Glittergold was not pleased. While his gnomes were playing useless games, the kobolds were busy working and were ready to emerge as a dominant race. And so with a wave of his hand, Garl collapsed Kurtulmak's mine, crushing all the kobolds inside. The other gods demanded an explanation but no deity came forward to reverse the damage done. Io, realizing that no god would help, found Kurtulmak still clinging to life. Even buried under the mountain he would not give up on his people. Io gave Kurtulmak a choice. He would empower Kurtulmak with \pagebreakNum ___ the strength to rebuild the mine, or he would make the mighty kobold a champion of his people for all eternity. In this latter case, the loss of Darastrixhurthi would remain, but the memory of what happened would never be forgotten. All kobolds are far less fearful when fighting alongside their tribe, as they believe that when they die serving their tribe they will be reincarnated as the next egg laid in a hatchery. If a kobold dies serving its own need instead of those of the tribe, it gets reincarnated as the next pup born in the dire weasel stables. And if it betrays the tribe, it will reincarnate as a giant stag beetle. Those who die while sacrificing them-selves for the tribe are instead send to Kurtulmak's mine in heaven, and the most productive and loyal kobolds there will be reincarnated as dragons on the material plane. Those faithfully serving a dragon, without betraying their tribe, also gain these divine rewards. They live, they die, they live again. ### Tiamat Known as the Dragon Queen, Tiamat is the lawful evil dragon goddess of greed and evil dragons. She is the eternal rival of her brother Bahamut, ruler of the good metallic dragons. Tiamat is arrogant, greedy, hateful, spiteful and vain. She never forgives any kind of slight, and is focused in obtaining more power and wealth. She disdains mortals, regarding them as mere disposable tools in her schemes. When needed, she is charming and fey, but her self-serving and reptilian personality betrays her sooner or later. Tiamat enjoys the company of male dragons, and has many great wyrm consorts of the chromatic varieties. She also has an insatiable greed for treasures but prefers that her followers bring it to her in the form of gifts instead of searching for riches on her own. Tiamat feels only scorn towards her brother, as she believes that dragons should dominate the world and rule over the lesser and weaker races. Nonetheless, if a mortal follower of her proves his worth, she will indeed bestow her blessings and strength upon him. Strength and independence are virtues she is always fond off, and she can even become fond of mortals without draconic blood in their veins. \columnbreak ## Ancient Foes Dragons are known to be among the most powerful beings in the multiverse. As such there are few that seem to be able challenge their power. However, the multiverse is a fast place, and the enemies of dragon kind have more than one way of bringing ruin to the realms they believe are rightfully theirs. ### Primordials The primordials, or dawn titans, are god-like beings made of manifest entropy and elemental energy. Long ago, they used the dragons as slave-steeds in their war with the gods. Later on they were banished to their own world of Abeir and took several of their slave-steeds with them. There, the dragons rose up against their masters, and were even able to defeat them. Now they are the ones to rule over Abeir. Meanwhile, many dragons were left behind by the primordials, and became a dominant species in many worlds. The primordials still remain a threat however, as some have vowed to bring dragon kind back under their rule. They usually operate through cultists, to manipulate the draconic races and destroy them from within. These cultists pose themselves as virtuous, claiming that their dragon blood makes them tended towards evil, and that they must follow the cult for guidance and let the cult take care of them. Because of the draconic races their tendency towards valuing strength and independence, this has always met with little success. When manipulating the other mortal races against them on the other hand, they have had far better success, as they paint everyone who has dragon blood in their veins as tyrants to the other races. While many true chromatic dragons are indeed evil and must be slain, more than one innocent half dragon or dragonborn has been the victim of a hateful mob set up by primordial cultists. ### Bazim-Gorag Bazim-Gorag the Firebringer is an ascended primordial and chaotic evil elemental lord. His appearance is that of a frog-like humanoid with red-gold skin and two froglike heads. Many of his followers are Slaad, due to him being the primordial of change. His portfolios are chance and chaos, and he is invoked by gamblers and anyone who wants the impossible. More often than not, his assistance comes at a too high price to pay. His worship is forbidden among the races of order, as he is revered as the patron of Chaos itself, and invoked by those who want a twist of fate no matter the dark price to pay. He poses a significant threat, even to dragon- kind, as his followers are mainly Slaadi. Slaadi are twisted frog like beings of pure chaos, and are renowned for their tremendous power and ability to multiply rapidly at the expense of other races. Fortunately they are usually only native to Limbo and the Supreme Throne, a fiendish plane in the World Tree cosmology. But that doesn't stop the primordial their cultists from trying to summon them into the material planes. With all the horrors that come with them. \pagebreakNum # Dragon's Armory Most magic items are created by wizards and artificers, crafted using complex spells and techniques beyond normal people. There are, however, some that can be made by anyone – though the materials are too hard for many to attain. For those brave enough to confront the most dangerous magical creatures in the multiverse, extraordinary items can be crafted by people without a whiff of magical talent to call their own. ### A Dragon's Gift Most adventurers have heard of the extraordinary powers of dragons' scales; however, few know of how much more powerful they are when given freely as opposed to those taken by force. Those who attune to dragon scale armor made of these scales gain an extension of the dragon's very essence. Only rarely does a dragon willingly give up its scales, however, as it also grants the wearer immunity against that dragon's breath weapon. Equally rare are the daggers and other weapons made of gifted dragon fangs and claws. The Dragon-friend's Armor is especially sought after by druids, who are able to wear this armor due to its lack of metal. ##### Dragon Species and Damage Types | Dragon | Resistance | |:-:|:-:| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | #### Dragonclaw War Pick *Weapon (war pick/mace), very rare (requires attunement)* ___ This war pick is made by affixing a gifted adult dragon's claw atop a mithral shaft. This weapon can be reversed, using the blunt head as a mace. However it is used, you gain a +2 bonus to attack and damage rolls you make with this weapon. When you wield this weapon as a war pick, it has the finesse property and deals an additional 1d8 piercing damage. Using it in this way, it can also be used as a pickaxe. When you wield this weapon as a mace, you can use it to shove an enemy, adding 1d8 to your Strength (Athletics) check. If you successfully hit or shove a creature with this weapon, it takes an additional 1d8 bludgeoning damage. If the dragon that provided this claw dies, it becomes a magical war pick/mace that only retains its +2 bonus. \columnbreak #### Dragonfang Dagger *Weapon (dagger), rare or very rare (requires attunement)* ___ A single tooth from such a full maw might seem a trifling gift, but such a fang plucked willingly from a young dragon's mouth contains within it a fragment of their essence. The hilt is wrapped in leather, carved to fit snugly in your hand. When you attune to this weapon, a Draconic letter appears on your palm, the first letter of the name of the dragon who tore this tooth from their mouth. You gain a +1 bonus to attack and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 damage (the damage type matches the dragon whose tooth this dagger was made from). Immediately after you make a ranged attack with this weapon, it teleports back to your dragon-branded hand. You can also use a bonus action to summon the dagger to that hand as long as it is on the same plane of existence. Additionally, this dagger has a thrown range of 30/120. An adult or older dragon is even harder to convince to part with one of its fangs, as it is also a matter of pride. But those that are convinced will grant you a great gift. These fangs are often rewarded by blue dragons to their Stormscale servants. This Dragonfang Dagger is a very rare magic item that grants its wielder all the above benefits, and your attacks with this weapon score a critical hit on a roll of 19 or 20. If the dragon that provided this fang dies, it becomes a magical dagger that only retains its +1 bonus. #### Dragonfriend's Armor *Armor (scale mail), varying rarity (requires attunement)* ___ Dragon scale mail made of freely gifted scales is especially supple and sturdy. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). | Age | Rarity | AC bonus | |:-:|:-:|:-:| | Wyrmling | Uncommon | +0 | | Young | Rare | +1 | | Adult | Very Rare | +2 | | Ancient | Legendary | +3 | \pagebreakNum While wearing this armor, you can speak Draconic, you gain a bonus to AC based on the age of the dragon, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales. You are immune to harmful regional effects and lair actions caused by the dragon that gifted you these scales. If you are subjected to that dragon's breath weapon, you automatically succeed on the saving throw and take no damage. If the dragon that provided these scales dies, this armor loses most of its magic, the supple scales harden, and it becomes magical scale mail that only retains its bonus to AC. #### King's Alloy *Armor (scale mail), legendary (requires attunement)* ___ While *dragonfriend's armor* is made from one set of gifted scales, *king's alloy* is a patchwork pulled together from scales gifted by one of each of the five types of metallic dragon, at least one of whom is Ancient. The five types of scales slide soundlessly against each other, muffling your movements and bolstering you against harm. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). While wearing this armor, you gain the following benefits: * You can speak Draconic. * You gain a +3 bonus to AC and saving throws. * You have resistance against acid, cold, fire and lightning damage. * You are always under the effects of the *heroism* spell cast by a creature with a spellcasting modifier of +9. * You are immune to harmful regional effects and lair actions caused by a dragon that gifted you these scales. If you are subjected to such a dragon's breath weapon, you automatically succeed on the saving throw and take no damage. When you are within 6 miles of a dragon that gifted you these scales: * Any healing one of you receives, both of you receive. * You share that dragon's damage immunity. * You and the dragon can communicate telepathically. If the gold dragon that gifted you its scales dies, the *heroism* spell on you ends. If any of the other dragons that gifted you scales for this armor dies, you lose the damage resistance associated with that dragon. If all five dragons that gifted scales for this armor die, you die and the armor is destroyed. ***Curse.*** Once you don this armor, you can't doff it unless a creature uses a *wish* to free you. >Created by Seb_veteran-sleeper, and added as a collaboration. \columnbreak #### Queen's Prism *Armor (scale mail), legendary (requires attunement)* ___ While *dragonfriend's armor* is made from one set of gifted scales, *queen's prism* is a patchwork pulled together from scales gifted by one of each of the five types of chromatic dragon, at least one of whom is Ancient. The five types of scales slide soundlessly against each other, muffling your movements and bolstering you against harm. As such it doesn't impose disadvantage on your Dexterity (Stealth) checks, and it has a base AC of 15 + Dex modifier (max 2). While wearing this armor, you gain the following benefits: * You can speak Draconic. * You gain a +3 bonus to AC and saving throws. * You have resistance against acid, cold, fire, lightning and poison damage. * A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 poison damage (you can replace the poison damage with any damage type you are immune to). * You are immune to harmful regional effects and lair actions caused by a dragon that gifted you these scales. If you are subjected to such a dragon's breath weapon, you automatically succeed on the saving throw and take no damage. When you are within 6 miles of a dragon that gifted you these scales: * If you fail a saving throw, as a reaction you can beseech a dragon that gifted you their scales to expend one of their legendary resistances to cause you instead to pass. They might choose not to aid you. * You share that dragon's damage immunity. * You and the dragon can communicate telepathically. If any of the dragons that gifted you scales for this armor die, you lose the damage resistance associated with that dragon. If all five dragons that gifted scales for this armor die, you die and the armor is destroyed. ***Curse.*** Once you don this armor, you can't doff it unless a creature uses a *wish* to free you. #### The Dragon's Maw *Weapon (greataxe), legendary (requires attunement)* ___ Mounted on an adamantine haft, the twin blades of this greataxe are edged with razor sharp teeth gifted from all five types of ancient chromatic dragon. At the DM's discretion, these teeth can be attached to a different adamantine weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and your attacks with this weapon score a critical hit on a roll of 19 or 20. When you hit a creature with it, you choose acid, cold, fire, lightning, or poison. The creature takes an extra 2d12 damage of the chosen type. When you attack a creature with this weapon and roll a critical hit on the attack roll, the target must succeed on a DC 17 Strength saving throw or be knocked prone. You can move up to half your speed as a reaction when an enemy falls prone in this way. This movement doesn’t provoke opportunity attacks. If all the dragons that provided these teeth die, it becomes a magical weapon that only retains its +3 bonus. \pagebreakNum # Draconic Magic Items ___ Although not gifted by Dragons themselves, these magical items are no less potent. Mortal ingenuity and fascination with these powerful creatures have spurred a surge in items that reflect Draconic power. They are often crafted by dragonborn and half dragons, and their creation and possession are ferociously guarded, though these items are often granted to kobolds and lizardfolk who have shown their value as allies. #### Amulet of the Red Dragon *Wondrous item, rare (requires attunement)* This item is crafted by half red dragon tribes, and gifted to those that have accomplished a great feat for their people. The amulet makes its wearer favorable in the eyes of chromatic dragons, even if they are not evil themselves. It also shields its wearer against ailments and the effects of fatigue. This makes it an invaluable item for half dragon berserkers. ___ While being attuned to it and wearing it, you gain the following benefits: - Evil-aligned dragons recognize the symbol, and you have advantage on Charisma (Persuasion) checks made to interact with such creatures. - You gain a + 1 bonus on attack and damage rolls with melee weapons. - You can treat your exhaustion level as if it were one level lower. When you gain over six levels of exhaustion, you die. - You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. If you start a long rest without having used this feature, you can reduce your exhaustion by an additional level after finishing that long rest. \columnbreak #### Draconic Collar of Willful Penitence *Wondrous item, rare (requires attunement by a dragonborn)* This intricate metal collar imbues you with the blessing of Bahamut, the Platinum Dragon. This collar is worn by those dragonborn that wish to follow a path of redemption for a past sin they are unable to let go of. Once you have performed a sufficient number of good deeds, Bahamut will grant you the inner peace you sought, and the collar will come off. Alternatively, you can even wear this collar for the sake of someone else, gaining enough favor with Bahamut to earn his help in saving them. This item can only be given by your DM through a storyline. While being attuned to it and wearing it, you gain the following benefits: - You can use your Breath Weapon trait as a bonus action and you can change its damage type to radiant damage. - Good-aligned dragons recognize the symbol, and you have advantage on Charisma (Persuasion) checks made to interact with such creatures. Dragonborn that don't follow any deity consider this collar distasteful, regardless of your intentions, and you suffer disadvantage on Charisma (Persuasion) checks made to interact with such creatures. - If you have worn this collar for an extended period of time while performing good deeds, without willingly taking it off, then at the DM's discretion the collar can come off on its own and you lose your attunement to it. This signals that you have atoned for your sins (or those of others), and you now permanently benefit from the first feature of this item, while losing the second feature. #### Gauntlets of Bahamut *Wondrous item, rare* These gauntlets were first crafted by clerics of Bahamut, to mimic the mercy and kindness of the Platinum Dragon. They are made out of gifted silver dragon scales instead of metal, and are popular among both cleric and druid healers. While wearing these gauntlets, whenever you stabilize or restore hit points to another creature, that creature regains (additional) hit points equal to your proficiency bonus. \pagebreakNum #### Helmet of the Ironscale Legionnaire *Wondrous item, rare or very rare (requires attunement by a dragonborn)* This helmet is granted to those dragonborn that have proven their worth within the ranks of an Ironscale Legion, or who have done a great service to the Legion. It grants protection and a taste of the power ease with which true dragons use their birthright: While being attuned to it and wearing it, you gain the following benefits: - You gain a +1 bonus to your AC and saving throws. - You add 1d6 to the damage dealt by your Breath Weapon trait. - The helmet has 4 (rare) or 7 (very rare) charges, and regains 1d4 charges at dawn. You can expend a charge to activate your Breath Weapon racial trait without expending your normal uses. - You have Darkvision out to a range of 60 feet. If you already have Darkvision, then donning this helmet increases its range by 60 feet. #### Runic Dragon Tattoo *Wondrous item (tattoo), rare* This tattoo consists of Draconic runes injected into the skin with a needle. While this tattoo is on you, you can use an action to cast the *haste* or *ianna's overcharge* (page 64) spell once on yourself, requiring no concentration. Once you use this feature, you can't use it again until the next dawn. After the spell ends the tattoo becomes damaged. It can be repaired for a cost of 150 gp worth of materials by someone proficient in the Arcana or Sleight of Hand skills. You can attune to it as if it were a magic item; if you do, it will not become damaged when used. You can wear only one Runic Dragon Tattoo. #### Staff of the Apprentice *Staff, common (requires attunement by a cleric or druid)* *At their DM's discretion, cleric and druid players can exchange their starting shield and melee weapon for this magical quarterstaff.* This quarterstaff is given to neophyte druids and clerics that seek to focus more on magic while fighting. Its appearance varies, but it always has a magical core (usually a crystal or orb) which enhances the magic of the wielder. This staff was first created by clerics of Tamara, the dragon goddess of light, life, and healing. It has since been used by clerics and druids who are willing to forgo their shield to enhance their healing. This staff can be used as a spellcasting focus. \columnbreak When you are holding this staff without wielding a shield, and roll damage for a cantrip or roll to restore hit points through a spell and roll a 1 or 2, you can reroll the die. You must use the new roll. You can add the magical core of your Staff of the Apprentice to any other staff, granting it all the above benefits and restrictions. Afterwards the Staff of the Apprentice becomes an ordinary quarterstaff. You can exchange this core between multiple staves, including magical staves, and an ordinary quarterstaff becomes a new Staff of the Apprentice. #### Vicious Jawguard *Wondrous item, uncommon* These magical metal fangs mould to your teeth, making your bite cut deeper. This item is popular among races with a bite attack, and among owners of predatory pets. This item magically adapts to the size of the creature's bite. This item grants its wearer the following benefits: - You gain a bite attack, if you do not already have one. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - All your bite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - If you already have a bite attack, then the damage dice of your bite attack increase by one step. For example, d4 to d6, d6 to d8, etc. (maximum of d12). This damage increase does not stack with class features that improve your unarmed strike, such as the monk's Martial Arts feature. ___ If you are a dragonborn, your bite deals an extra 1d4 damage of the type associated with your Draconic Ancestry. If you are a lizardfolk, then when you successfully hit a target with your bite, you can use your bonus action to make a grapple check against that target. While grappling a target with your bite this way, your bite has advantage on attack rolls against it.
\pagebreakNum - An environmental danger, such as falling rocks or lava. **At Higher Levels.** When you cast Shield of Bahamut using a spell of 7th level or higher, the maximum radius increases by 20 feet for each slot level above 6th. #### Summon Wyvern *6th-level Conjuration* ___ - **Classes:** Sorcerer, Warlock, Wizard - **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour \columnbreak ___ You summon and bind a wyvern, which appears in an unoccupied space within range. The DM has the creature's statistics. The wyvern is friendly to you and your companions for the duration. Roll initiative for the wyvern, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). Without commands it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the wyvern doesn't disappear. Instead, you lose control of the wyvern, it becomes hostile toward you and your companions, and it might attack. An uncontrolled wyvern can't be dismissed by you, and it disappears 1 hour after you summoned it. \pagebreak