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Fizban's Treasury of Dragons (1) (001-050)
Fizban's Treasury of Dragons (1) (001-050)
FIZBAN'S
TREASURY OF DRAGONS.
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C.ONTEN'T S
Elegy for the First World ......................... 4 Ch. S: Draconomicon .............................. 75 Ancient Dragon Turtle ........................ 191
A Treasury of Dragons ............................... 5 Using the Entries ....................................... 75 Young Dragon Turtle ........................... 192
The First World ............................................ 6 Creating a Dragon ................................. 75 Dragon Turtle Wyrmling.................... 192
Dragons of Many Worlds ........................ 6 Dragon Adventures ................................ 75 Egg Hunters .............................................. 193
Dragonsight ............................................... 7 Dragon Lairs ........................................... 75 Egg Hunter Hatch ling ......................... 193
Ch. 1: Character Creation ........................ 9 Dragon Treasures .................................. 75 Egg Hunter Adult ................................. 193
Draconic Races ............................................ 9 Dragons of Legend ................................ 75 Elder Brain Dragon ................................. 194
Creating Your Character ........................ 9 Amethyst Dragons ..................................... 76 Emerald Dragons .................................... 195
Chromatic Dragonborn ........................ 10 Black Dragons ............................................ 80 Ancient Emerald Dragon ................... 195
Gem Dragon born ................................... 11 Blue Dragons .............................................. 85 Adult Emerald Dragon ........................ 196
Metallic Dragonborn ............................. 12 Brass Dragons ............................................ 90 Young Emerald Dragon ...................... 197
Subclass Options ....................................... 13 Bronze Dragons ......................................... 94 Emerald Dragon Wyrmling ............... 197
Monk: Way of the Copper Dragons ......................................... 99 Eyedrake .................................................... 199
Ascendant Dragon ................................. 13 Crystal Dragons ....................................... 103 Gem Greatwyrm ..................................... 200
Ranger: Drakewarden .......................... 15 Deep Dragons ........................................... 107 Gem Stalker..............................................202
Heroes of the Dragon ............................... 16 Dragon Turtles ......................................... 110 Ghost Dragon ...........................................203
Draconic Feats ........................................... 17 Emerald Dragons .................................... 114 Hoard Mimic ............................................. 204
Gift of the Chromatic Dragon ............. 17 Faerie Dragons......................................... 118 Hoard Scarabs ......................................... 205
Gift of the Gem Dragon ........................ 17 Gold Dragons ........................................... 121 Hoard Scarab ........................................ 205
Gift of the Metallic Dragon .................. 17 Green Dragons ......................................... 126 Swarm of Hoard Scarabs .................. 205
Moonstone Dragons ................................ 130 Hollow Dragon ........................................ 206
Ch. 2: Dragon Magic ................................ 19 Red Dragons ............................................. 133 Liondrake .................................................. 207
Spells ............................................................ 19 Sapphire Dragons ................................... 138 Metallic Greatwyrm ................................ 208
Magic Items................................................. 22 Shadow Dragons ..................................... 142 Metallic Sentinels .................................... 210
Hoard Magic Items .................................... 25 Silver Dragons ......................................... 145 Metallic Peacekeeper .......................... 210
Increasing Power ................................... 25 Topaz Dragons ......................................... 149 Metallic Warbler ................................... 210
Variable Properties ................................ 25 White Dragons ......................................... 153 Moonstone Dragons ................................ 211
Decreasing Power.................................. 25 Ancient Moonstone Dragon ............... 211
Hoard Item Quirks ................................. 25 Ch. 6: Bestiary......................................... 159 Adult Moonstone Dragon ................... 212
Hoard Item Descriptions ...................... 26 Amethyst Dragons ................................... 159
Ancient Amethyst Dragon .................. 160 Young Moonstone Dragon ................. 213
Draconic Gifts ............................................ 27 Moonstone Dragon Wyrmling .......... 213
Draconic Gift Descriptions .................. 28 Adult Amethyst Dragon ...................... 161
Young Amethyst Dragon .................... 161 Sapphire Dragons ................................... 214
Ch. 3: Dragons in Play ............................ 31 Amethyst Dragon Wyrmling ............. 162 Ancient Sapphire Dragon .................. 214
Roleplaying Dragons ................................ 31 Animated Breath ..................................... 163 Adult Sapphire Dragon ....................... 215
Dragon Characters ................................ 31 Aspect of Bahamut.. ................................ 164 Young Sapphire Dragon ..................... 216
Life Span .................................................. 35 Aspect of Tiamat... ................................... 166 Sapphire Dragon Wyrmling .............. 216
Reproduction ........................................... 38 Chromatic Greatwyrm ........................... 168 Sea Serpents ............................................ 218
Death of a Dragon .................................. 40 Crystal Dragons ....................................... 169 Ancient Sea Serpent ........................... 219
Undeath .................................................... 41 Ancient Crystal Dragon ...................... 170 Young Sea Serpent.. ............................ 219
Echoes across the Worlds .................... 42 Adult Crystal Dragon .......................... 171 Topaz Dragons ........................:,,.............. 220
Gods and Religion ................................. 43 Young Crystal Dragon ......................... 172 Ancient Topaz Dragon ........................ 220
Shape-Shifting ....................................... 44 Crystal Dragon Wyrmling.................. 172 Adult Topaz Dragon ............................. 221
Dragon Organizations .......................... 44 Deep Dragon ............................................. 173 Young Topaz Dragon ........................... 223
Followers ..................................................... 49 Ancient Deep Dragon .......................... 173 Topaz Dragon Wyrmling .................... 223
Dragon Relationships ........................... 49 Adult Deep Dragon .............................. 174 Creature Lists ........................................... 224
Dragons' Minions ................................... 52 Young Deep Dragon ............................ 175
Dragon Encounters ................................... 53 Deep Dragon Wyrmling ..................... 17 5 Sidebars
Dragon Adventures ................................... 55 Dracohydra ............................................... 176 Dragons and Dragons ................................ 5
Dragon as Monster ................................ 55 Draconians ................................................ 177 Dragons and Dungeons ............................. 7
Dragon as Schemer ............................... 56 Draconian Dreadnought .................... 177 Feats as Draconic Gifts ............................ 28
Dragon as Power .................................... 56 Draconian Foot Soldier ...................... 178 Dragons and Territory .............................. 37
Dragon Campaigns ................................... 58 Draconian Infiltrator ........................... 178 Dragons of Song and Steel ..................... 44
Campaign Events ................................... 58 Draconian Mage ................................... 179 Age and a Dragon's Lair .......................... 65
Dragon Factions ..................................... 59 Draconian Mastermind ...................... 180 Eldenser the Lurker .................................. 77
Dragon Gods ........................................... 60 Draconic Shard ........................................ 180 Rhashaak..................................................... 82
Ch. 4: Lairs and Hoards ......................... 63 Dragonblood Ooze .................................. 182 Iymrith .......................................................... 88
Dragon Lairs............................................... 63 Dragon bone Golem ................................. 183 Aasterinian .................................................. 93
Regional Effects ..................................... 64 Dragonborn Champions ........................ 184 Fireflash ....................................................... 98
Lair Actions ............................................. 65 Dragon born of Bahamut .................... 184 Galadaeros the Sunset Flame .............. 100
Dragon Hoards ........................................... 66 Dragonborn of Sardior ....................... 185 Saryndalaghlothtor ................................. 103
Age, Hoards, and Power ....................... 66 Dragonborn of Tiamat ........................ 185 Aremag....................................................... 113
Linking Hoards ...................................... 67 Dragonflesh Grafters .............................. 186 Raulothim .................................................. 115
Plundering a Hoard ............................... 67 Dragonflesh Grafter ............................ 186 Nathair Sgiathach ................................... 120
Hoard Quirks .......................................... 68 Dragonflesh Abomination .................. 187 Tamarand .................................................. 123
Competition for a Hoard ....................... 69 Dragon Followers .................................... 188 Cyan Bloodbane ....................................... 130
What's in a Hoard? .................................... 70 Dragon Blessed .................................... 188 Ashardalon ................................................ 137
Kinds of Treasure .................................. 70 Dragon Chosen ..................................... 189 Bleucorundum .......................................... 140
Creating a Hoard .................................... 72 Dragon Speaker ................................... 189 D'argent. ..................................................... 148
Dragonnel .................................................. 190 Astilabor .................................................... 152
Dragon Turtles ......................................... 191 Rime ........................................................... 157
A TREASURY OF DRAGONS
CHARACTER CREATION
ROM THE FOLK HERO DREAMING OF clear connections to a specific draconic ancestry.
liberating their people from a tyrannical When you're making a new character using one
blue dragon's reign to the idealistic aco- of these races, use the rules under "Creating Your
lyte who imagines purging the world of Character" to fill out the details.
Tiamat's corruption, many adventurers
aspire to be dragonslayers. In time, some have their CREATING YOUR CHARACTER
dreams realized-or shattered in spectacular fash- When you create your D&D character, you decide
ion, as they discover they are woefully unprepared whether your character is a member of the human
for the threat a dragon poses. race or one of the game's fantastical races. If you se-
This chapter is for any D&D character who hopes lect one of the dragonborn races in this chapter, fol-
or fears that they might one day face a dragon. But low these additional rules during character creation.
this chapter is also for the bard who has made a
lifelong study of dragonsong, the cleric devoted to ABILITY SCORE INCREASES
Bahamut, and the warlock who made an eldritch When determining your character's ability scores,
pact with a moonstone dragon. For dragons are not increase one of those scores by 2 and increase a dif-
always adversaries. They can be patrons, allies, and ferent score by 1, or increase three different scores
benefactors; they can scheme in the shadows; and by l. Follow this rule regardless of the method
they can dramatically shape adventurers' lives. you use to determine the scores, such as rolling or
The following sections present a variety of options point buy. ,.
for creating characters with a tie to dragons: The "Quick Build" section for your character's
class offers suggestions on which scores to increase.
"Draconic Races" presents variant dragonborn You're free to follow those suggestions or to ignore
race options to give characters a draconic heritage them. Whichever scores you decide to increase,
strongly linked to the three great dragon families.
none of the scores can be raised above 20.
"Subclass Options" allows monk and ranger char-
acters to explore deeper ties with dragonkind. LANGUAGES
"Heroes of the Dragon" includes inspiration for Your character can speak, read, and write Common
characters of any class to portray their training or and one other language that you and yourDM agree
magic as derived from a connection to dragons. is appropriate for the character. The Player's Hand-
"Draconic Feats" provides feats to forge con- book offers a list of widespread languages to choose
nections to the chromatic, gem, and metallic from. The DM is free to add or remove languages
dragon families. from that list for a particular campaign.
type for your other traits, as shown in the table. Black Acid
Breath Weapon. When you take the Attack action Blue Lightning
on your turn, you can replace one of your attacks Green Poison
with an exhalation of magical energy in a 30-foot
Red Fire
line that is 5 feet wide. Each creature in that area
must make a Dexterity saving throw (DC = 8 + your White Cold
Constitution modifier + your proficiency bonus). On
•
RANGER : DRAKEWARDEN DRAKE COMPANION
3rd-Level Drakewarden Feature
As an action, you can magically summon the drake
The-~ <;a~ that r-a~v<; te-nd to look- a that is bound to you. It appears in an unoccupied
lot lilc& the-iv be,<;ffal c..oMpariiori<;. That space of your choice within 30 feet of you.
The drake is friendly to you and your companions,
Male&<; Pr-a/c&vvavde-n<; aMo~ the- Mo<;t and it obeys your commands. See its game statistics
a-ftvacAive- of hvMarioid<;! in the accompanying Drake Companion stat block,
which uses your proficiency bonus (PB) in several
-fizban places. Whenever you summon the drake, choose
a damage type listed in its Draconic Essence trait.
Your connection to the natural world takes the form You can determine the cosmetic characteristics of
of a draconic spirit, which can manifest in physical the drake, such as its color, its scale texture, or any
form as a drake. As your powers grow, your drake visible effect of its Draconic Essence; your choice
grows as well, blossoming from a small four-legged has no effect on its game statistics.
companion to a majestic winged creature large and In combat, the drake shares your initiative count,
strong enough for you to ride. Along the way, you but it takes its turn immediately after yours. It can
gain an increasing share of the awe-inspiring power move and use its reaction on its own, but the only
of dragons. action it takes on its turn is the Dodge action, unless
Consider the source of the draconic spirit you you take a bonus action on your turn to command it
have bonded with. The Drakewarden Origin table to take another action. That action can be one in its
offers examples. stat block or some other action. If you are incapaci-
tated, the drake can take any action of its choice, not
DRAKEWARDEN ORIGIN just Dodge.
d6 Origin
You studied a dragon's scale or claw, or a trinket DRAKE COMPANION
from a dragon's hoard, creating your bond through Small Dragon
... f
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•
A ORAGONBORN DRAKEWAROEN
SHt\RES AFFECTION WITH HER OR.AKE
COMPANION .
DRAKE'S BREATH
11th-Level Drakewarden Feature
As an action, you can exhale a 30-foot cone of
damaging breath or cause your drake to exhale it.
Choose acid, cold, fire, lightning, or poison damage
(your choice doesn't have to match your drake's
Draconic Essence). Each creature in the cone must
make a Dexterity saving throw against your spell
save DC, taking 8d6 damage on a failed save, or half
as much damage on a successful one.
This damage increases to 10d6 when you reach
15th level in this class.
Once you use this feature, you can't do so again
until you finish a long rest, unless you expend a
spell slot of 3rd level or higher to use it again.
PERFECTED BOND
15th-Level Drakewarden Feature
Your bond to your drake reaches the pinnacle of its
power. While your drake is summoned, you and the
drake gain the following benefits:
The drake remains until it is reduced to O hit Empowered Bite. The drake's Bite attack deals an
points, until you use this feature to summon the extra 1d6 damage of the type chosen for its Dra-
drake again, or until you die. Anything the drake conic Essence (for a total of 2d6 extra damage).
was wearing or carrying is left behind when the Large Drake. The drake grows to Large size. When
drake vanishes. you ride your drake, it is no longer prohibited from
Once you summon the drake, you can't do so using the flying speed of Bond of Fang and Scale.
again until you finish a long rest, unless you expend Reflexive Resistance. When either you or the drake
a spell slot of 1st level or higher to summon it. takes damage while you're within 30 feet of each
other, you can use your reaction to give yourself or
BOND OF FANG A ND SCALE
the drake resistance to that instance of damage.
7th-Level Drakewarden Feature You can use this reaction a number of times equal
The bond you share with your drake intensifies, pro- to your proficiency bonus, and you regain all ex-
tecting you and stoking the drake's fury. When you pended uses when you finish a long rest.
summon your drake, it grows wings on its back and
gains a flying speed equal to its walking speed. HEROES OF THE DRAGON
In addition, while your drake is summoned, you
Sorcerers whose magic comes from a draconic or-
and the drake gain the following benefits:
igin, rangers with a drake companion, and monks
Drake Mount. The drake grows to Medium size. who learn the ways of dragon masters are not the
Reflecting your special bond, you can use the only adventurers whose skills, spells, and class
drake as a mount if your size is Medium or features can have their source in the power of drag-
smaller. While you are riding your drake, it can't ons. A character of any class can have strong ties
use the flying speed of this feature. to dragonkind. The Draconic Character Ties table
Magic Fang. The drake's Bite attack deals an extra provides ideas you might draw on as inspiration for
1d6 damage of the type chosen for the drake's infusing your character with draconic flavor. The
Draconic Essence. classes noted in parentheses at the end of each en-
Resistance. You gain resistance to the damage type try are particularly appropriate for a given tie, but
chosen for the drake's Draconic Essence. you are not limited to those options.
DRAGON MAGIC
HE MAGIC WOVEN THROUGH THE FABRIC ASHARDALON'S STRIDE
of the Material Plane is concentrated in 3rd-Level Transmutation
dragons and their lairs. This chapter is all
Casting Time: 1 bonus action
about the magic of dragons, unfolding in Range: Self
four sections: Components: V, S
"Spells" offers a selection of spells associated Duration: Concentration, up to 1 minute
with dragons. The billowing flames of a dragon blast from your
"Magic Items" presents several magic items asso-
feet, granting you explosive speed. For the duration,
ciated with dragons, many connected to the gem
your speed increases by 20 feet and moving doesn't
dragons introduced in chapter 6.
provoke opportunity attacks.
"Hoard Items" introduces a new kind of magic
When you move within 5 feet of a creature or an
items, which siphon the magical energy associated object that isn't being worn or carried, it takes ld6
with a dragon's hoard.
fire damage from your trail of heat. A creature or ob-
"Draconic Gifts" introduces magical gifts that char-
ject can take this damage only once during a turn.
acters might gain in connection with a dragon's
At Higher Levels. When you cast this spell us-
death or other unusual circumstances. ing a spell slot of 4th level or higher, increase your
speed by 5 feet for each spell slot level above 3rd.
SPELLS The spell deals an additional ld6 fire damage for
each slot level above 3rd.
I am /(½c; 5'1avckd with m1 c;pe-lk; than DRACONIC TRANSFORMATION
I am with m1 vwp(½. Maffec-- c;have-d ic; 7th-Level Transmutation
c;oon impvove-d. Bvt whe-n it c.om(½ to m1 Casting Time: 1 bonus action
Range: Self
pvddi~ we-11✓ 10v c--an't fx pe-vfu,t Components: V, S, M (a statuette of a dragon, worth
at least 500 gp)
-fizban Duration: Concentration, up to 1 minute
This section contains new spells that the DM may With a roar, you draw on the magic of dragons to
add to a campaign, making them available to player transform yourself, taking on draconic features. You
characters and monster spellcasters alike. The gain the following benefits until the spell ends:
Spells table lists the new spells, ordering them by Blindsight. You have blindsight with a range of 30
level. The table also notes the school of magic of a feet. Within that range, you can effectively see
spell, whether it requires concentration, whether anything that isn't behind total cover, even if you're
it bears the ritual tag, and which classes have ac- blinded or in darkness. Moreover, you can see an
cess to it. invisible creature, unless the creature successfully
hides from you.
SPELLS
Level Spell School Cone. Ritual Class
2nd Nathair's Mischief Illusion Yes No Bard, Sorcerer, Wizard
2nd Rime's Binding Ice Evocation No No Sorcerer, Wizard
3rd Ashardalon's Stride Transmutation Yes No Artificer/' Ranger, Sorcerer, Wizard
4th Raulothim's Psychic Lance Enchantment No No Bard, Sorcerer, Warlock, Wizard
5th Summon Draconic Spirit Conjuration Yes No Druid, Sorcerer, Wizard
6th Fizban's Platinum Shield Abjuration Yes No Sorcerer, Wizard
7th Draconic Transformation Transmutation Yes No Druid , Sorcerer, Wizard
*The artificer class appears in Tasha's Cauldron of Everything and Eberron: Rising from the Last War.
I I .a
DRAGONHIDE BELT attack and damage rolls made with this flail. When
Wondrous Item, Uncommon (+1), Rare (+2), or Very you hit with an attack roll using it, the target takes
Rare (+3) (Requires Attunement by a Monk) an extra 5d4 damage of your choice of one of the
following damage types: acid, cold, fire, lightning,
This finely detailed belt is made of dragonhide.
or poison.
While wearing it, you gain a bonus to the saving
While holding the flail, you can use an action
throw DCs of your ki features. The bonus is deter-
and speak a command word to cause the heads
mined by the belt's rarity.
to breathe multicolored flames in a 90-foot cone.
In addition, you can use an action to regain ki
Each creature in that area must make a DC 18 Dex-
points equal to a roll of your Martial Arts die. You
terity saving throw. On a failed save, it takes 14d6
can't use this action again until the next dawn.
damage of one of the following damage types (your
DRAGONLANCE choice): acid, cold, fire, lightning, or poison. On a
Weapon (Lance or Pike), Legendary (Requires At- successful save, it takes half as much damage. Once
tunement) this action is used, it can't be used again until the
next dawn.
A dragonlance is a renowned weapon forged from
rare metal with the aid of powerful artifacts asso- GOLD CANARY FIGURINE OF
ciated with Bahamut. Different lances are forged WONDROUS POWER
for use by foot soldiers (as pikes) and by riders (as Wondrousitem,Legendary
lances), but the magical properties of the weapons
This gold statuette is carved in the likeness of a ca-
are the same.
nary and is small enough to fit in a pocket. If you use
You gain a +3 bonus to attack and damage rolls
an action to speak the command word and throw
made with this magic weapon.
the figurine to a point on the ground within 60 feet
When you hit a Dragon with this weapon, the
of you, the figurine becomes a living creature in
Dragon takes an extra 3d6 force damage, and any
one of two forms (you choose). If there isn't enough
Dragon of your choice that you can see within 30
space for the creature where it would appear, the
feet of you can immediately use its reaction to make
figurine doesn't become a creature. The two forms
a melee attack.
are as follows:
DRAGON WING Bow Giant Canary Form. The figurine becomes a giant
Weapon (Any Bow), Rare (Requires Attunement) canary (see the accompanying stat block) for up
The limb tips of this magic bow are shaped like a to 8 hours and can be ridden as a mount. Once
dragon's wings, and the weapon is infused with the the figurine has become a giant canary, it can't be
essence of a chromatic, gem, or metallic dragon's used this way again until the next dawn.
breath. When you hit with an attack roll using this Gold Dragon Form. While you are missing half or
magic bow, the target takes an extra ld6 damage more of your hit points, you can speak a different
of the same type as the breath infused in the bow- command word and the figurine becomes an
acid, cold, fire, force, lightning, necrotic, poison, psy- adult gold dragon (see its stat block in the Mon-
chic, radiant, or thunder. ster Manual) for up to 1 hour. The dragon can't
If you load no ammunition in the weapon, it pro- use any legendary actions or lair actions. Once the
duces its own, automatically creating one piece of
magic ammunition when you pull back the string. GIANT CANARY
The ammunition created by the bow vanishes the Large Beast, Unaligned
instant after it hits or misses a target.
Armor Class 12
EMERALD PEN Hit Points 26 (4dl0 + 4)
Speed 30 ft., fly 60 ft.
Wondrous Item, Uncommon
This pen is tipped with an emerald nib and requires STR DEX CON
no ink to write. While holding this pen, you can 10 (+0) 14 (+2) 12 (+l)
cast illusory script at will, requiring no material
components. Senses passive Perception 10
Languages-
FLAIL OF TIAMAT Challenge 1/2 (100 XP)
~
24 CHAPTER 2 I DRAGON MAGIC
HOARD MAGIC ITEMS associated with the dragon's age-putting a Wak-
ened item in a slain adult dragon's hoard does not
make it Ascendant, for example.
I've. le.+ acive.rrtvve.v<; pvt the.iv +01<; in
DECREASING POWER
m1 hoavci to <;te.e.p onc.-e. ov fwic.-e.. I c..-an
Just as hoard items can grow in power by absorbing
ne.ve.v !Ft a 5°oc1 niyit~ <;le.e.p while. the ambient magic of a dragon's hoard, so too can
these treasures fall back into slumber. If no creature
the.1've. the.ve., thovy,. It~ like. an itc..-h. is attuned to a hoard item and that item isn't in a
-riz.ban dragon's hoard, the item decreases in power by one
state every 30 days until it is Slumbering.
Certain magic items can absorb the ambient magic HOARDITEMQ;~U_I_R_K_S_ _ _ _ __
of a dragon's hoard. The mightier the dragon, the
more powerful the item becomes when it is steeped Hoard items often manifest strange qualities be-
in the dragon's hoard. These items, called hoard yond their intended function, regardless of the state
items, have four states, which are summarized on they're in. Roll once on the Draconic Quirks table to
the Hoard Item States table. A hoard item in its determine the quirk of a hoard item.
Slumbering state has certain base properties, and it
DRACONIC QUIRKS
gains additional properties when it enters the Stir-
ring, Wakened, or Ascendant state. d8 Quirk
When resting on the ground, the item points in the
HOARD ITEM STATES direction of the last hoard it steeped in.
State Age 2 The item's bearer can speak and understand Dra-
Slumbering conic.
Stirring Young 3 The item glows softly when within 60 feet of a
Wakened Adult Dragon or another hoard item.
Ascendant Ancient 4 The item's bearer gains a swimming speed equal to
their walking speed.
INCREASING POWER 5 The item's bearer has advantage on Intelligence
A hoard item left to steep in a dragon's hoard ab- (History) checks.
sorbs power from the hoard. Older dragons' hoards 6 The item's bearer has advantage on Charisma (In-
are charged with more magic and can empower timidation) checks made against non-Dragons.
hoard items to higher states.
7 The item grants its bearer resistance to the damage
Ordinarily, a hoard item must steep in a dragon's
type of the breath weapon of the last dragon whose
hoard for 1 year to reach the maximum possible
state allowed by the age of the hoard's dragon, as hoard the item steeped in.
shown on the Hoard Item States table. For exam- 8 The item's bearer dreams of the dragon whose
ple, a hoard item that steeps in a young dragon's hoard the item last steeped in.
hoard for 1 year enters its Stirring state, while one
that steeps in an ancient dragon's hoard for 1 year HOARD ITEM DESCRIPTIONS
reaches the pinnacle of its power and enters its As- Hoard items are presented here in alphabetical or-
cendant state. If there are one or more hoard items der. A hoard item's rarity changes depending on its
steeping in a dragon's hoard, the dragon is aware current state, as shown in each item description.
of them. The dragon also knows what these hoard
items are and what state (Slumbering, Stirring, DRAGON'S WRATH WEAPON
Wakened, or Ascendant) each of them is in. Weapon (Any), Rarity Varies (Requires Attunement)
When a dragon is slain, the magic surrounding This weapon is decorated with dragon heads, claws,
its hoard becomes volatile. This allows a hoard wings, scales, or Draconic letters. When it steeps in
item to steep more quickly in the hoard. A hoard a dragon's hoard, it absorbs the energy of the drag-
item steeped in a dragon's hoard for 8 hours rises on's breath weapon and deals damage of that type
one state (from Slumbering to Stirring, Stirring to with its special properties.
Wakened, or Wakened to Ascendant), as long as the Slumbering (Uncommon). Whenever you roll
steeping begins within 1 hour of the dragon's death a 20 on your attack roll with this weapon, each
and occurs within the dragon's lair. Steeping in this creature of your choice within 5 feet of the target
way can't raise the state of the item beyond the state
the rest of my hoard combined, and the fear that it all have- the-iv ovijnc; in the- name- of m~
might be stolen consumes me.
vapvi~ovc; fvie-nd 0ia~lothmo~lthac;,
vvhoc;e:, dvaf¥'n bve-ath alc;o pvodvu-cJ a
bopp~, mmpe-t-~ tvne-.
-Przban
-fizban
•• •
Some dragons can live for over a thousand years,
outlasting the rise and fall of nations-or even whole
civilizations. A dragon's perspective on the passage
of time is naturally quite different from that of more
short-lived folk. But just as characters expand their
priorities and perspectives as they advance in level,
so do dragons as they age.
The tables in this section suggest possible goals
that reflect the priorities of dragons at different
ages. Of course, a dragon's goals are shaped by
many additional factors, including alignment, ideals,
bonds, and flaws. So use these tables as a starting
point, but flesh out each dragon's goals as you de-
velop a complete picture of the dragon's personality.
,.. f
' , .
HALF- DRAGON S d6 Origin
Just as dragon reproduction is not necessarily a 3 True Love's Gift. Love occasionally blossoms be-
straightforward biological process, half-dragons
tween dragons and creatures of other kinds, and
come into being through a variety of means. The
this life bond can result in half-dragon children .
Half-Dragon Origin table below offers examples.
Most ha lf-dragons born of love are created as a
Dragons create half-dragon progeny for a wide
range of reasons. Some dragons create half-dragons magical gift.
to secure reliable minions. Others seed half-dragons 4 Blood Transformation. A creature that bathes in
around their lairs to make the area more dangerous or drinks the blood of a dragon can sometimes be
to interlopers. And on many occasions, half-dragons transformed into a half-dragon. A dragon might
simply appear spontaneously or are an acciden- voluntarily offer some blood to bring this about, or
tal consequence of a dragon's magical power and it could happen accidentally when a would-be drag-
influence. onslayer is splashed with dragon blood.
In some worlds, these same phenomena might
5 Cradle Favor. A dragon might bestow the gift of
explain the origins of dragonborn, kobolds, and per-
dracon ic power on a newborn baby or an unborn
haps the draconic gifts described in chapter 2.
child-as either a blessing or a curse.
HALF-DRAGON ORIGIN 6 Hoard Thieves. The hoard of an older dragon is
d6 Origin imbued with that dragon's power. Those who steal
Regional Effects. The magical influence of a drag- from such a hoard might transform into half-drag-
on's lair causes half-dragons to spontaneously ons as that power leaches into them .
arise among the area's other creatures.
2 Forbidden Fruit. A dragon can cause a particular
tree to produce magical fruit. When eaten by a
creature able to bear children, the fru it causes the
creature to bear a half-dragon .
•
. ,
• •
•·
DEATH OF A DRAGON REGIONAL REVERSAL
As described in the Monster Manual and discussed
in more detail in chapter 4, a dragon's presence al-
Whe-n I g, I dve-am of pa<;<;i~ m~ <;pivit ters the region around the dragon's lair. When the
dragon dies, those effects typically end immediately
into that with whie-h I have- had the- or fade away over the course of several days. But a
mo<;t pvofovnd e-xpe-vie-nc..«. The- fvc;t traumatic death sometimes extends negative effects
throughout the region. These can include instanta-
thi~ that c..ome,<; to mind ic; a c.-avame-1 neous effects as well as lingering magic that persists
fve-ae,,/e, from the- rox~
Pvc..k. Tave-vn. Yvm! for ldlO days, as in the following examples:
-rizban Fouled Water. Water within 6 miles of the lair
changes color and is fouled for ldlO days.
Restless Sleep. Any creature that sleeps within 6
Dragons are intimately bound up with the fabric miles of the lair is troubled by nightmares for the
of magic that undergirds the Material Plane. As a next ldlO days.
result, the death of any dragon is an event of tre- Trembling Earth. An enormous tremor shakes the
mendous significance-and those who bring about a earth within 6 miles of the lair.
dragon's death are often changed forever. Wildlife Changes. Creatures previously attracted by
Some sages describe dragons as being akin to the dragon's presence undergo sharp behavioral
knots in the fabric of magic- concentrations of changes, perhaps attacking any creatures they see
power in material form. When a dragon dies, that or beginning a mass migration away from the lair.
knot is undone, sometimes resulting in a surge of Winds of Change. The weather within 6 miles of
magical energy. You can use the Dragon Death the lair changes dramatically.
Throes table to help you decide what happens when Withering Burst. Ordinary vegetation within 1 mile
a dragon dies. Characters who slay a dragon are of the dragon's lair blackens and shrivels.
often on their last legs when the dragon finally suc-
cumbs, so if an effect is likely to kill a character, roll PASSING THE MANTLE
again or choose a less dangerous result. When a dragon dies, the power enfleshed in the
dragon doesn't just disappear from the world. Over
DRAGON DEATH THROES time, it disperses, but in the moments immediately
d6 Effect
surrounding the dragon's death, it can be passed on
to others-or claimed. Sometimes (as discussed in
The dragon immediately uses one of its lair ac-
"Reproduction" above) a dragon's death gives rise
tions, centering the effect on itself. For example, to an egg, transferring the dragon's power directly
a fallen black dragon and any characters around it to a new generation. In other cases, a dragon at the
might be pulled into a nearby pool of water, and brink of death invests power into another creature-
a copper dragon's body might be swallowed sud- usually a dragon, but sometimes a sovereign, a sage,
denly in mud. or an adventurer. Moreover, those who slay a dragon
2 The dragon uses its breath weapon one last time. could seize the dragon's power.
The benefit conferred by this transfer of power is
3 The dragon's body transforms into stone, metal,
up to you. It might include one of the draconic gifts
lava, ice, or mist. Or the body dissipates, leaving
described in chapter 2 of this book, or a charm or
behind only a transformed heart or other organ.
blessing from the Dungeon Master's Guide. You can
4 Roll on the Wild Magic Surge table in the "Sor- also use the supernatural gifts in Mythic Odysseys
cerer" section of the Player's Handbook, re rolling ofTheros or the Dark Gifts in Van Richten's Guide
any inappropriate result. to Ravenloft as benefits (with definite drawbacks, in
S A surge of life energy erupts from the dragon, the case of Dark Gifts).
causing each creature within 120 feet of the body to Investiture. A dying dragon might willingly pass
gain the benefit of finishing a long rest. on power in different ways. The most common
6 The body is drawn through a portal to the lair of
one of the dragon's echoes on another world, in-
creasing that echo's power.
some similar title) mentioned in the Prophecy and Immutability. The dragon is immune to any spell or
tries to manipulate the character into bringing the effect that would alter its form .
terms of the Prophecy to pass . 2 Inscrutability. The dragon is immune to any effect
6 A Fiend tries to trick the characters into slaying a that would sense its emotions or read its thoughts .
dragon belonging to the Chamber. Wisdom (Insight) checks made to ascertain its in-
tentions or sincerity have disadvantage .
HIDECARVED DRAGONS 3 Magic Resistance. The dragon has advantage on
On worlds across the Material Plane, dragons saving throws against spells and other magical
gather in small communities of three to five called
lauths. These dragons share a common territory
effects. ..
and hoard, live under a strict code of discipline, and 4 Damage Resistance. The dragon has resistance to
devote themselves to a common goal. Their most bludgeoning, piercing, and slashing damage from
notable feature, though, is their practice of carving nonmagical attacks . •
arcane sigils of protection into their scales. 5 Additional Resistance. The drago n has resistance
Common Purpose. Dragons most often form a to one type of damage. Roll a d8 , rerolling if you
lauth when they identify a shared goal whose com- get a damage type the dragon is already resistant
pletion requires the sustained effort of a diverse or immune to: l, acid ; 2, cold; 3, fire; 4, lightning; 5,
group of dragons. The Lauth Goals table offers a necrotic: 6, psychic; 7, radiant; 8, thunder.
few examples.
6 Death Ward. The dragon can cast the death ward
LAUTH GOALS spell on itself and regains the ability to do so after
a long rest.
d6 Goal
Support the establishment of a powerful empire to Mystic Markings. The sigils engraved in the
maintain order in the lauth's territory scales of a hidecarved dragon echo across the Ma-
2 Bring about the downfall of a powerful empire terial Plane similarly to how a dragon becoming
Undead does. When a dragon joins a lauth, the
3 End the influence of Aberrations originating in the
dragon's echoes on other worlds gain a measure of
Underdark
the magical protection from the dragon's engraved
4 Seek out and destroy hundreds of cursed magic markings. Some of those echoes accept this inex-
items created by an ancient lich plicable boon without questioning it. Others investi-
5 Destroy an archdevil, a demon prince, a powerful gate the mystery and might end up awakening their
Celestial, or an archfey whose extraplanar influence dragonsight and discovering the nature of the lauths
is altering the lauth's territory affecting them- perhaps eventually founding their
,.
own lauths with other dragons in a similar situation.
6 Bring about (or prevent) the fulfillment of a proph-
ecy uttered by an ancient dragon centuries ago
...
111DEC.ARVED DRAGONS ADORN THEIR
SC.ALES WITH MVSTIC. WORDS . INHERITORS OF THE FIRST WORLD
"Breathe, dragons: you are inheritors, / ruling the
wreck of the First World's destruction." To some
dragons, this closing couplet of "Elegy for the First
World" is not merely an exhortation to dominate the
Material Plane, but a call to recreate the original
world of the dragon gods. The draconic members
of an apocalyptic sect called the Inheritors of the
First World believe the cataclysm that destroyed the
original creation and brought the myriad worlds of
the Material Plane into being can be undone. In fact,
they teach that the Material Plane's worlds must be
destroyed and recombined so the creation can be
brought to its final, glorious purpose.
The goal of the Inheritors of the First World might
seem unattainable; at the very least, achieving it
would almost certainly require the intervention of
both Bahamut and Tiamat. But they would be op-
posed by the countless gods who are deeply invested
in the Material Plane as it is, and the two primordial
dragons have not coordinated their efforts toward a
common purpose since before the destruction of the
First World. Still, the Inheritors of the First World
are extremely knowledgeable about the multiple
worlds of the Material Plane, the connections be-
tween them, and means of traveling from one world
to another.
Awakening Dragonsight. The work of the Inher-
itors of the First World consists largely of devel-
oping dragonsight, which is latent in all dragons.
Leaders within the group have perfected multiple
techniques-from alchemical brews to elaborate
Adventure Hooks. The Hidecarved Dragons Ad- rites-to help spark the first flickering awareness of
venture Hooks table offers suggestions for how this a dragon's echoes on other worlds. They freely per-
order of dragons might get caught up in the affairs form these techniques on any dragons who yearn for
of adventurers. this birthright, believing that empowering dragon-
sight even in dragons with no intention of joining the
HIDECARVED DRAGONS ADVENTURE HOOKS
order ultimately helps advance their cause. A dragon
d6 Adventure Hook who decides to be initiated into the sect develops
A hidecarved dragon hires the characters to under- a basic awareness of multiple echoes and begins
take a quest in pursuit of the lauth's goal. to communicate directly with them in a process
2 A lauth becomes convinced that their goal de- akin to lucid dreaming by the time they undergo
mands the destruction of the characters.
initiation.
Any dragons with well-developed dragonsight, but
3 A lauth unexpectedly aids the characters' quest, especially members of the Inheritors of the First
which aligns with the hidecarved dragons' goal. World, can have the following trait, representing
4 A lauth opposes the characters' quest, which is at the ability to call on the knowledge of their echoes
odds with the hidecarved dragons' goal. across the Material Plane:
5 Following reports of a dangerous dragon in the re- Dragonsight Re11elation. The dragon can add half its proficiency
gion, the characters discover the dragon is part of a bonus, rounded down , to any ability check it makes that uses a
lauth whose goal is worth aiding. skill with which it lacks proficiency.
6 A dragon asks the characters to help figure out why Reverence for Sardior. A central tenet of the In-
mysterious arcane markings have suddenly ap- heritors of the First World is that a reborn Sardior
peared on the dragon's scales. Solving this puzzle will ultimately inspire Bahamut and Tiamat to join
might mean journeying to another world or finding forces once again and return to the task of creation.
Many members of the sect are gem dragons, who
a way to help awaken the dragon's dragonsight.