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5e Updates: Monstrous Compendium
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<blockquote data-quote="Protonicmass" data-source="post: 8105268" data-attributes="member: 7026305"><p>Screw it! So much magic...</p><p>I guess I'll just copy and paste the Dragon Magic Spells and you can use em as a reference for all dragons:</p><p>[spoiler="Dragon Magic"]</p><p>The following spells are presented in alphabetical order.</p><p>ASPECT OF THE DRAGON</p><p>7th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (a dragon scale)</p><p>Duration: Concentration, up to 1 minute</p><p>This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefits of any features from your class,</p><p>race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.</p><p>CATCH THE BREATH</p><p>3rd-level transmutation (dragon)</p><p>Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack</p><p>Range: Self</p><p>Components: V</p><p>Duration: Instantaneous</p><p>You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.</p><p>CAVE DRAGON’S DOMINANCE</p><p>6th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p>You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet.</p><p>CLAIM LAIR</p><p>6th-level abjuration (dragon)</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Components: V, S, M (material goods and wealth worth at least 2,000 gp)</p><p>Duration: 24 hours</p><p>By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20: • Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s areaoverlaps with an area of light created by a spell of 2nd</p><p>level or lower, the spell that created the light is dispelled.</p><p>• Part of the ceiling collapses above one creature you can</p><p>see within 60 feet of you. The creature must succeed on</p><p>a Dexterity saving throw against your spell save DC or</p><p>take 3d6 bludgeoning damage and be knocked prone</p><p>and buried. A buried target is restrained and unable to</p><p>breathe or stand up. A creature can take an action to</p><p>make a DC 10 Strength check, ending the buried state</p><p>with a success.</p><p>• A tremor shakes the lair in a 30-foot radius around you.</p><p>Each creature on the ground in that area other than you</p><p>must succeed on a Dexterity saving throw against your</p><p>spell save DC or be knocked prone.</p><p>You can take an action to dismiss this spell.</p><p>CLAWS OF THE EARTH DRAGON</p><p>5th-level evocation (dragon)</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: Instantaneous</p><p>You summon the power of the earth dragon and shoot a</p><p>ray at one target within 60 feet. The target falls prone and</p><p>takes 6d8 bludgeoning damage from being slammed to</p><p>the ground. If the target was flying or levitating, it takes</p><p>an additional 1d6 bludgeoning damage per 10 feet it falls.</p><p>If the target makes a successful Strength saving throw,</p><p>damage is halved, it doesn’t fall, and it isn’t knocked prone.</p><p>At Higher Levels. When you cast this spell using a spell</p><p>slot of 6th level or higher, the damage done by the attack</p><p>increases by 1d8 and the range increases by 10 feet for each</p><p>slot level above 5th.</p><p>CONVERSE WITH DRAGON</p><p>1st-level divination (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Concentration, up to 10 minutes</p><p>You gain limited telepathy, allowing you to communicate</p><p>with any creature within 120 feet of you that has the</p><p>dragon type, regardless of the creature’s languages. A</p><p>dragon can choose to make a Charisma saving throw to</p><p>prevent telepathic contact with itself.</p><p>This spell doesn’t change a dragon’s disposition</p><p>toward you or your allies, it only opens a channel of</p><p>communication. In some cases, unwanted telepathic</p><p>contact can worsen the dragon’s attitude toward you.</p><p>DEADLY STING</p><p>8th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (a thorn)</p><p>Duration: Concentration, up to 1 minute</p><p>You grow a 10-foot-long tail as supple as a whip, tipped</p><p>with a horrible stinger. During the spell’s duration, you</p><p>can use the stinger to make a melee spell attack with a</p><p>reach of 10 feet. On a hit, the target takes 1d4 piercing</p><p>damage plus 4d10 poison damage, and a creature must</p><p>make a successful Constitution saving throw or become</p><p>vulnerable to poison damage for the duration of the spell.</p><p>DETECT DRAGONS</p><p>2nd-level divination (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 10 minutes</p><p>You can detect the presence of dragons and other</p><p>draconic creatures within your line of sight and 120</p><p>feet, regardless of disguises, illusions, and alteration</p><p>magic such as polymorph. The information you uncover</p><p>depends on the number of consecutive rounds you spend</p><p>an action studying a subject or area. On the first round of</p><p>examination, you detect whether any draconic creatures</p><p>are present, but not their number, location, identity, or</p><p>type. On the second round, you learn the number of such</p><p>creatures as well as the general condition of the most</p><p>powerful one. On the third and subsequent rounds, you</p><p>make a DC 15 Intelligence (Arcana) check; if it succeeds,</p><p>you learn the age, type, and location of one draconic</p><p>creature. Note that the spell provides no information on</p><p>the turn in which it is cast, unless you have the means to</p><p>take a second action that turn.</p><p>DRACONIC MAJESTY</p><p>3rd-level enchantment (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self (30-foot radius)</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p>You exude the powerful presence of a dragon, frightening</p><p>your enemies. For the duration of the spell, all creatures</p><p>who are aware of your presence and within 30 feet of</p><p>you must succeed on a Wisdom saving throw or become</p><p>frightened for 1 minute. A creature can repeat the saving</p><p>throw at the end of each of its turns, ending the effect on</p><p>itself on a success.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot of 4th level or higher, the radius increases by 30</p><p>feet for each slot level above 3rd, to a maximum of 120 feet</p><p>for a slot of 6th level or higher.</p><p>DRACONIC SENSES</p><p>4th-level divination (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 8 hours</p><p>You enhance your senses, granting yourself the keen</p><p>perception of a dragon. For the duration of the spell, you</p><p>gain darkvision out to a range of 60 feet. If you already</p><p>have darkvision, its range increases by 60 feet. You also</p><p>gain blindsight out to a range of 60 feet.</p><p>DRACONIC SMITE</p><p>1st-level evocation (dragon)</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute</p><p>The next time you hit a creature with a</p><p>melee weapon attack during the spell’s</p><p>duration, your weapon takes on the form of a</p><p>silver dragon’s head. Your attack deals an extra</p><p>1d6 cold damage, and up to four other creatures</p><p>of your choosing within 30 feet of the attack’s target</p><p>must each make a successful Constitution saving</p><p>throw or take 1d6 cold damage.</p><p>At Higher Levels. When you cast this spell</p><p>using a spell slot of 2nd level or higher, the extra</p><p>cold damage and the cold damage dealt to the</p><p>secondary creatures increases by 1d6 for each slot</p><p>level above 1st.</p><p>DRAGON BREATH</p><p>5th-level evocation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self (15-foot cone or 30-foot line)</p><p>Components: V, S, M (a piece of a dragon’s tooth)</p><p>Duration: Concentration, up to 1 minute</p><p>You summon draconic power to gain a breath weapon.</p><p>When you cast dragon breath, you can immediately exhale</p><p>a cone or line of elemental energy, depending on the type</p><p>of dragon you select. While the spell remains active, roll a</p><p>d6 at the start of your turn. On a roll of 5 or 6, you can take</p><p>a bonus action that turn to use the breath weapon again.</p><p>When you cast the spell, choose one of the dragon types</p><p>listed below. Your choice determines the affected area and</p><p>the damage of the breath attack for the spell’s duration.DRAGON</p><p>TYPE AREA DAMAGE </p><table style='width: 100%'><tr><td>Black</td><td>30-foot line, 5 feet wide</td><td>6d6 acid damage</td></tr><tr><td>Blue</td><td>30-foot line, 5 feet wide</td><td>6d6 lightning damage</td></tr><tr><td>Green</td><td>15-foot cone</td><td>6d6 poison damage</td></tr><tr><td>Red</td><td>15-foot cone</td><td>6d6 fire damage</td></tr><tr><td>White</td><td>15-foot cone</td><td>6d6 cold damage</td></tr></table><p>At Higher Levels. When you cast this spell using a</p><p>spell slot of 6th level or higher, the damage increases by</p><p>2d6 for each slot level above 5th.</p><p>DRAGON ROAR</p><p>Evocation cantrip (dragon)</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V</p><p>Duration: Instantaneous</p><p>Your voice is amplified to assault the mind of one creature.</p><p>The target must make a Charisma saving throw. If it fails,</p><p>the target takes 1d4 psychic damage and is frightened until</p><p>the start of your next turn. A target can be affected by your</p><p>dragon roar only once per 24 hours.</p><p>This spell’s damage increases by 1d4 when you reach 5th</p><p>level (2d4), 11th level (3d4), and 17th level (4d4).</p><p>DRAGON’S PRIDE</p><p>3rd-level enchantment (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 hour</p><p>Your sense of self grows to draconic proportions. Until the</p><p>spell ends, you gain advantage on all Charisma checks and</p><p>on all saving throws against being charmed or frightened.</p><p>ENHANCE GREED</p><p>2nd-level divination (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 10 minutes</p><p>You detect precious metals, gems, and jewelry within 60</p><p>feet. You do not discern their exact location, only their</p><p>presence and direction. Their exact location is revealed if</p><p>you are within 10 feet of the spot.</p><p>Enhance greed penetrates barriers but is blocked by 1 foot</p><p>of stone, 1 inch of common metal, a thin sheet of lead, or 3</p><p>feet of dirt or wood.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot of 3rd level or higher, the duration of the spell</p><p>increases by 1 minute, and another 10 feet can be added to</p><p>its range, for each slot level above 2nd.</p><p>FIRE DRAGON’S FURY</p><p>6th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p>You take on some of the physical characteristics and</p><p>abilities of the fire dragon, growing protective scales,</p><p>wings, and claws. Until the spell ends, your AC can’t be</p><p>less than 16, regardless of what kind of armor you are</p><p>wearing. You can take two actions on your turn to attack</p><p>with your claws, dealing 1d6 slashing damage on a hit.</p><p>You are resistant to fire. Up to three times while the spell</p><p>is active, as an action, you can breathe a 20-foot cone of</p><p>flames, dealing 6d8 fire damage to all creatures in the</p><p>cone. A creature that succeeds on a Dexterity saving throw</p><p>takes half as much damage from your breath weapon.</p><p>Finally, the wings grant you a flying speed of 40 feet.</p><p>KOBOLD’S FURY</p><p>1st-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a kobold scale)</p><p>Duration: 1 round</p><p>Your touch infuses the rage of a threatened kobold into</p><p>the target. The target has advantage on melee weapon</p><p>attacks until the end of its next turn. In addition, its next</p><p>successful melee weapon attack against a creature larger</p><p>than itself does an additional 2d8 damage.</p><p>LAIR SENSE</p><p>2nd-level divination (ritual) (dragon)</p><p>Casting Time: 1 minute</p><p>Range: 120 feet</p><p>Components: V, S, M (treasure worth at least 500 gp,</p><p>which is not consumed in casting)</p><p>Duration: 24 hours</p><p>You set up a magical boundary around your lair. The</p><p>boundary can’t exceed the dimensions of a 100-foot cube,</p><p>but within that maximum, you can shape it as you like—</p><p>to follow the walls of a building or cave, for example.</p><p>While the spell lasts, you instantly become aware of any</p><p>Tiny or larger creature that enters the enclosed area. You</p><p>know the creature’s type but nothing else about it. You are</p><p>also aware when creatures leave</p><p>the area.</p><p>This awareness is enough to wake you</p><p>from sleep, and you receive the knowledge as long as</p><p>you’re on the same plane of existence as your lair.</p><p>At Higher Levels. When you cast this spell using</p><p>a spell slot of 3rd level or higher, add 50 feet to the</p><p>maximum dimensions of the cube and add 12 hours to</p><p>the spell’s duration for each slot level above 2nd.</p><p>LEGEND KILLER</p><p>7th-level divination (dragon)</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S, M (a silver scroll describing the</p><p>spell’s target worth at least 1,000 gp, which the spell</p><p>consumes)</p><p>Duration: Concentration, up to 1 minute</p><p>You tap into the life force of a creature that is capable of</p><p>performing legendary actions. When you cast the spell,</p><p>the target must make a successful Constitution saving</p><p>throw or lose the ability to take legendary actions for the</p><p>spell’s duration. A creature can’t use legendary resistance</p><p>to automatically succeed on the saving throw against</p><p>this spell. An affected creature can repeat the saving</p><p>throw at the end of each of its turns, regaining 1</p><p>legendary action on a successful save. The target</p><p>continues repeating the saving throw until the</p><p>spell ends or it regains all its legendary actions.</p><p>MITHRAL DRAGON’S MIGHT</p><p>6th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 1</p><p>minute</p><p>You take on some of the physical characteristics and</p><p>abilities of the mithral dragon, growing protective scales,</p><p>wings, and claws. Until the spell ends, your AC can’t be</p><p>lower than 16, regardless of what armor you are wearing.</p><p>You can take two actions on your turn to attack with your</p><p>claws, dealing 1d6 slashing damage on a hit. You have</p><p>resistance to to acid and thunder damage. Up to three</p><p>times while the spell is active, as an action, you can breathe</p><p>a 20-foot cone of metal shards, dealing 6d8 slashing</p><p>damage to all creatures in the cone. A creature that</p><p>succeeds on a Dexterity saving throw takes half as much</p><p>damage from your breath weapon. Finally, the wings grant</p><p>you a flying speed of 40 feet.</p><p>OVERWHELMING GREED</p><p>4th-level enchantment (dragon)</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S, M (a gold piece)</p><p>Duration: 1 hour</p><p>You fill the target with a dragon’s greed for wealth. The</p><p>target must succeed on a Wisdom saving throw or be</p><p>overcome with greed, coveting any coins, jewelry, or art</p><p>objects it can see that have a value of at least 1 gold piece,</p><p>as well as jealously guarding any wealth it already owns.</p><p>The target fixates on the most valuable-looking item oritems, or the largest concentration of valuables in sight.</p><p>It will not willingly let the wealth out of its sight. If the</p><p>target sees an opportunity, it will take the valuables it has</p><p>fixated on, gaining them by whatever means necessary.</p><p>If doing so provokes a situation where it takes damage</p><p>or is otherwise harmed, the affected creature can make</p><p>another Wisdom saving throw to end the effect. If the</p><p>creature fails the save, it will continue to try to acquire the</p><p>wealth, fighting back if necessary.</p><p>Ending the Effect. If the affected creature ends its turn in</p><p>an area where it cannot see any obviously valuable objects</p><p>to covet, nor any creatures that might conceivably attempt</p><p>to take its own property (a horse, for example, would</p><p>not be considered such a creature), then it can make</p><p>another Wisdom saving throw. A successful save ends the</p><p>spell, and the creature recognizes its feelings of greed as</p><p>magically induced.</p><p>At Higher Levels. When you cast this spell using a spell</p><p>slot of 5th level or higher, you can affect one additional</p><p>creature for each slot level above 4th.</p><p>PHANTOM DRAGON</p><p>3rd-level illusion (dragon)</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a piece of dragon egg shell)</p><p>Duration: Concentration, up to 1 hour</p><p>You tap your dragon magic to make an ally appear as a</p><p>draconic beast. The target of the spell appears to be a</p><p>dragon of size Large or smaller. When seeing this illusion,</p><p>observers make a Wisdom saving throw to see through it.</p><p>You can use an action to make the illusory dragon seem</p><p>ferocious. Choose one creature within 30 feet of the</p><p>illusory dragon to make a Wisdom saving throw. If it fails,</p><p>the creature is frightened. The creature remains frightened</p><p>until it uses an action to make a successful Wisdom saving</p><p>throw or the spell’s duration expires.</p><p>At Higher Levels. When you cast this spell using a spell</p><p>slot of 4th level or higher, increase the number of targets</p><p>the illusion can affect by one for each slot level above 3rd.</p><p>PUFF OF SMOKE</p><p>Evocation cantrip (dragon)</p><p>Casting Time: 1 bonus action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>By harnessing the elemental power of fire, you warp</p><p>nearby air into obscuring smoke. One creature you can</p><p>see within range must make a Dexterity saving throw. If</p><p>it fails, the creature is blinded until the start of your next</p><p>turn. Puff of smoke has no effect on creatures that have</p><p>tremorsense or blindsight.</p><p>RAID THE LAIR</p><p>4th-level abjuration (dragon)</p><p>Casting Time: 10 minutes</p><p>Range: Self</p><p>Components: V, S, M (a piece of the dragon whose lair</p><p>you are raiding)</p><p>Duration: Concentration, up to 1 hour</p><p>You create an invisible circle of protective energy centered</p><p>on yourself with a radius of 10 feet. This field moves with</p><p>you. The caster and all allies within the energy field are</p><p>protected against dragons’ lair actions.</p><p>• Attack rolls resulting directly from lair actions are</p><p>made with disadvantage.</p><p>• Saving throws resulting directly from lair actions are</p><p>made with advantage, and damage done by these lair</p><p>actions is halved.</p><p>• Lair actions occur on an initiative count 10 lower than</p><p>normal.</p><p>The caster has advantage on Constitution saving throws to</p><p>maintain concentration on this spell.</p><p>SCALE ROT</p><p>4th-level necromancy (dragon)</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M (a piece of rotten meat)</p><p>Duration: Concentration, up to 1 minute</p><p>You summon death and decay to plague your enemies.</p><p>For dragons, this act often takes the form of attacking a</p><p>foe’s armor and scales, as a way of weakening an enemy</p><p>dragon and leaving it plagued by self-doubt and fear. (This</p><p>enchantment is useful against any armored creature, not</p><p>just dragons.)</p><p>One creature of your choice within range that has natural</p><p>armor must make a Constitution saving throw. If it fails,</p><p>attacks against that creature’s Armor Class are made</p><p>with advantage, and the creature can’t regain hit points</p><p>through any means while the spell remains in effect. An</p><p>affected creature can end the spell by making a successful</p><p>Constitution saving throw, which also makes the creature</p><p>immune to further castings of scale rot for 24 hours.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot of 5th level or higher, the number of affected</p><p>targets increases by one for each slot level above 4th.</p><p>SCALY HIDE</p><p>4th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a dragon scale of the appropriate</p><p>color)</p><p>Duration: Concentration, up to 10 minutes</p><p>A creature you touch grows a protective layer of scales</p><p>that resembles that of a dragon. Until the spell ends,</p><p>the target’s AC can’t be lower than 16, regardless of the</p><p>type of armor it is wearing. Additionally, the target gains</p><p>resistance to either acid, cold, fire, lightning, or poison</p><p>damage for the duration of the spell.</p><p>SHADE</p><p>2nd-level abjuration (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 10 minutes</p><p>You create a magical screen across your eyes. While the</p><p>screen remains, you are immune to blindness caused by</p><p>visible effects, such as color spray. The spell doesn’t alleviate</p><p>blindness that’s already been inflicted on you. If you</p><p>normally suffer penalties on attacks or ability checks while</p><p>in sunlight, those penalties don’t apply while you’re under</p><p>the effect of this spell.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot of 3rd level or higher, the duration of the spell</p><p>increases by 10 minutes for each slot level above 2nd.</p><p>THUNDER BOLT</p><p>Evocation cantrip (dragon)</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>You cast a knot of thunder at one enemy. Make a ranged</p><p>spell attack against the target. If it hits, the target takes 1d8</p><p>thunder damage and can’t use reactions until the start of</p><p>your next turn.</p><p>THUNDERSTORM</p><p>5th-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a piece of lightning-fused glass)</p><p>Duration: Concentration, up to 1 hour</p><p>You touch a willing creature, and it becomes surrounded</p><p>by a roiling storm cloud 30 feet in diameter, erupting with</p><p>(harmless) thunder and lightning. The creature gains a</p><p>flying speed of 60 feet. The cloud heavily obscures the</p><p>creature inside it from view, though it is transparent to the</p><p>creature itself.</p><p>TORRENT OF FIRE</p><p>4th-level conjuration (dragon)</p><p>Casting Time: 1 round</p><p>Range: Self (60-foot cone)</p><p>Components: V, S, M (a piece of obsidian)</p><p>Duration: Instantaneous</p><p>You harness the power of fire contained in ley lines with</p><p>this spell. You create a 60-foot cone of flame. Creatures</p><p>in the cone take 6d6 fire damage, or half as much damage</p><p>with a successful Dexterity saving throw. You can then</p><p>flow along the flames, reappearing anywhere inside the</p><p>cone’s area. This repositioning doesn’t count as movement</p><p>and doesn’t trigger opportunity attacks.</p><p>TREASURE CHASM</p><p>2nd-level enchantment (dragon)</p><p>Casting Time: 1 action</p><p>Range: 100 feet</p><p>Components: V, S, M (a gold coin)</p><p>Duration: Concentration, up to 1 minute</p><p>You cause the glint of a golden coin to haze over the vision</p><p>of one creature in range. The target creature must make</p><p>a Wisdom saving throw. If it fails, it sees a gorge, trench,</p><p>or other hole in the ground, at a spot within range chosen</p><p>by you, which is filled with gold and treasure. On its next</p><p>turn, the creature must move toward that spot. When it</p><p>reaches the spot, it becomes incapacitated, as it devotes</p><p>all its attention to scooping imaginary treasure into its</p><p>pockets or a pouch.</p><p>An affected creature can repeat the saving throw at the</p><p>end of each of its turns, ending the effect on itself on a</p><p>success. The effect also ends if the creature takes damage</p><p>from you or one of your allies.</p><p>Creatures with the dragon type have disadvantage on the</p><p>initial saving throw but have advantage on saving throws</p><p>against this spell made after reaching the designated spot.</p><p>WAFT</p><p>1st-level transmutation (dragon)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (a topaz worth at least 10 gp)</p><p>Duration: 1 round</p><p>This spell was first invented by dragon parents to assist</p><p>their offspring when learning to fly. You gain a flying</p><p>speed of 60 feet for 1 round. At the start of your next turn,</p><p>you float rapidly down and land gently on a solid surface</p><p>beneath you.</p><p>DRAGON MAGE</p><p>Wizards practice the subtle magic of pulling power from</p><p>thin air and shaping it to fit their needs. Sorcerers tame</p><p>the chaotic power within themselves, releasing it in barely</p><p>controlled gouts of magical eruptions. Wizards who</p><p>walk the path between these two diverse means of using</p><p>magic are called dragon mages, and they meld the order</p><p>of wizardry with the chaos of elemental mastery to grant</p><p>themselves special powers.</p><p>WIZARD SPECIALTY</p><p>Dragon mages manifest their magic in a variety of styles,</p><p>as diverse as the kinds of dragons and the types of magic</p><p>that populate the worlds. Kobolds serving as councilors to</p><p>great wyrms are taught by their masters to harness their</p><p>innate draconic nature through the use of more traditional</p><p>spells. A wild-eyed human, oozing sorcerous magic thanks</p><p>to an ancient draconic ancestor, might find a kindly wizard</p><p>to help her focus her power. Special legions of dragonborn</p><p>troops train with a master dragon mage, learning to better</p><p>defend their homeland from invaders.</p><p>How to Start: If you’re a wizard who wants to become</p><p>a dragon mage, you make that decision upon reaching</p><p>2nd level, when you are also entitled to choose an arcane</p><p>tradition. If you decide to follow the path of the dragon</p><p>mage exclusively, you can forego the selection of an</p><p>arcane tradition and gain the features of the dragon mage</p><p>specialty instead.</p><p>You can also pursue the dragon mage specialty in</p><p>conjunction with one of the standard arcane traditions.</p><p>If you choose to do this, you gain the Savant feature of</p><p>your chosen school in addition to Dragon Magic Savant</p><p>(described below). Also at 2nd level, you choose whether</p><p>to gain Invoke Dragon Mask (see below) or the 2nd-level</p><p>feature of your chosen school. Thereafter, at 6th, 10th, and</p><p>14th level, you choose between the lowest-level features</p><p>still available. For instance, an enchanter might select</p><p>Hypnotic Gaze at 2nd level and Invoke Dragon Mask at</p><p>6th level, followed by either Instinctive Charm or Invoke</p><p>Dragon Heart at 10th level.</p><p>DRAGON MAGIC SAVANT</p><p>Beginning when you take up this specialty at 2nd level, the</p><p>gold and time you must spend to copy a dragon magic spell</p><p>into your spellbook is halved.</p><p>INVOKE DRAGON MASK</p><p>Starting at 2nd level, you can invoke a magic dragon mask.</p><p>You use a bonus action and expend a spell slot to invoke</p><p>the mask, which lasts for 3 rounds for each level of the</p><p>expended spell slot. The dragon mask remains as long as</p><p>you are not incapacitated, until you use a bonus action to</p><p>dismiss or replace it, or until the duration expires. The mask</p><p>is a translucent magical force, in the form of a dragon’s</p><p>head, which covers your face. Your face is still visible</p><p>through the mask, and the mask does not hinder vision.</p><p>While you wear your dragon mask, you receive the</p><p>following benefits and drawbacks:</p><p>• You have a bonus to your AC equal to your Intelligence</p><p>modifier (minimum of +1).</p><p>• You gain a bite attack. As an action, make a melee spell</p><p>attack against one adjacent target. On a hit, the target</p><p>takes piercing damage equal to 1d8 + your Intelligence</p><p>modifier. This attack counts as magical for the purpose</p><p>of overcoming a target’s immunity or resistance to</p><p>piecing damage.</p><p>• You have advantage on Wisdom (Perception) checks</p><p>and Charisma (Intimidation) checks.</p><p>• Attack rolls for any ranged or melee attack spells</p><p>you cast while wearing the mask are made with</p><p>disadvantage, and saving throws against spells you cast</p><p>while wearing the mask are made with advantage.</p><p>• As a bonus action, you can expend an additional spell</p><p>slot to augment the damage of your next dragon mask</p><p>bite attack. The damage increases by 1d8 for each level</p><p>of the expended spell slot, and you have advantage on</p><p>the attack roll.</p><p>INVOKE DRAGON HEART</p><p>Starting at 6th level, you can invoke a magic dragon heart.</p><p>You use a bonus action and expend a spell slot to invoke</p><p>the heart, which lasts for 3 rounds for each level of the</p><p>expended spell slot. The dragon heart remains as long as</p><p>you are not incapacitated, until you use a bonus action</p><p>to dismiss or replace it, or until the duration expires.</p><p>The heart is a translucent magical force, in the form of a</p><p>beating heart, which covers your chest. Your body is still</p><p>visible through the heart.</p><p>While you wear your dragon heart, you receive the</p><p>following benefits:</p><p>• You have a bonus to Wisdom and Charisma saving</p><p>throws equal to your Intelligence modifier (minimum</p><p>of +1).</p><p>• You gain temporary hit points equal to twice your</p><p>wizard level. These temporary hit points are lost when</p><p>your heart is no longer active.</p><p>• You gain a breath weapon attack. You can use an action</p><p>to shoot a 30-foot-long, 5-foot-wide line of energy</p><p>(dealing your choice of acid, cold, fire, or lightning</p><p>damage) from your dragon heart in a direction</p><p>you choose. Each creature in the line must make a</p><p>successful Dexterity saving throw or take 4d6 damage</p><p>of the chosen type. The damage type cannot be changed</p><p>while your current dragon heart is active.</p><p>• As a bonus action, you can expend an additional spell</p><p>slot to augment the damage of your next dragon heart</p><p>breath weapon attack. The damage increases by 2d6</p><p>for each level of the expended spell slot, and you can</p><p>add 10 feet of length to the line for each level of the</p><p>expended spell slot.</p><p>INVOKE DRAGON WINGS</p><p>Starting at 10th level, you can invoke a set of magical dragon wings. You use a bonus action and spend a spell slot to invoke the dragon wings, which last for 2 rounds per level of the spent spell slot. The dragon wings remain as long as you are not incapacitated, until the duration ends, or until they are dismissed or replaced by using a bonus action. While you wear your dragon wings, you receive the</p><p>following benefits:</p><p>• Your speed increases by 10 feet, and you gain a flying speed equal to your walking speed.</p><p>• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</p><p>• You have advantage on any melee or ranged spell attack rolls.</p><p>• As a bonus action, you can spend an additional spell slot to augment your wings. Until the start of your next turn, you can add 5 feet of additional speed for each level of the expended spell slot spent. Additionally, you can choose one creature within 10 feet of you for each level of the expended spell slot, and ranged attacks against those creatures are made with disadvantage.</p><p>INVOKE DRAGON TAIL</p><p>Starting at 14th level, you can invoke a magic dragon tail. You use a bonus action and expend a spell slot to invoke the tail, which lasts for 1 round per level of the spent spell slot. The dragon tail remains as long as you are not incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires.The dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with great impact. While you wear your dragon tail, you receive the following benefits.</p><p>• You are immune to the grappled condition.</p><p>• You are have proficiency with Strength and Dexterity saving throws and any ability checks using Strength. In addition, you can use</p><p>your Intelligence modifier instead of the normal modifier for those saving throws and checks.</p><p>• You gain a tail slam attack. As an action, you make a separate melee spell attack against each target within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 3d10 + your Intelligence modifier. A creature hit by this attack is pushed up to 10 feet away from you and knocked prone unless it succeeds on a Strength saving throw against your spell save DC. This attack counts as magical for the purpose of overcoming a target’s immunity or resistance to bludgeoning damage.</p><p>• As a reaction, you can make a tail slam attack against a creature that moves to within 15 feet of your tail.</p><p>• As a bonus action, you can spend an additional spell slot to augment your dragon tail. Until the start of your next turn, your dragon tail’s slam attack damage increases by 1d10 per level of the spell slot spent. In addition, you heal yourself for 3 hit points per level of the spell slot spent.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Protonicmass, post: 8105268, member: 7026305"] Screw it! So much magic... I guess I'll just copy and paste the Dragon Magic Spells and you can use em as a reference for all dragons: [spoiler="Dragon Magic"] The following spells are presented in alphabetical order. ASPECT OF THE DRAGON 7th-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S, M (a dragon scale) Duration: Concentration, up to 1 minute This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state. CATCH THE BREATH 3rd-level transmutation (dragon) Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack Range: Self Components: V Duration: Instantaneous You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd. CAVE DRAGON’S DOMINANCE 6th-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet. CLAIM LAIR 6th-level abjuration (dragon) Casting Time: 10 minutes Range: Touch Components: V, S, M (material goods and wealth worth at least 2,000 gp) Duration: 24 hours By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20: • Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s areaoverlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. • Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success. • A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. You can take an action to dismiss this spell. CLAWS OF THE EARTH DRAGON 5th-level evocation (dragon) Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th. CONVERSE WITH DRAGON 1st-level divination (dragon) Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself. This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you. DEADLY STING 8th-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S, M (a thorn) Duration: Concentration, up to 1 minute You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell. DETECT DRAGONS 2nd-level divination (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn. DRACONIC MAJESTY 3rd-level enchantment (dragon) Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher. DRACONIC SENSES 4th-level divination (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet. DRACONIC SMITE 1st-level evocation (dragon) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st. DRAGON BREATH 5th-level evocation (dragon) Casting Time: 1 action Range: Self (15-foot cone or 30-foot line) Components: V, S, M (a piece of a dragon’s tooth) Duration: Concentration, up to 1 minute You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.DRAGON TYPE AREA DAMAGE [TABLE] [TR] [TD]Black[/TD] [TD]30-foot line, 5 feet wide[/TD] [TD]6d6 acid damage[/TD] [/TR] [TR] [TD]Blue[/TD] [TD]30-foot line, 5 feet wide[/TD] [TD]6d6 lightning damage[/TD] [/TR] [TR] [TD]Green[/TD] [TD]15-foot cone[/TD] [TD]6d6 poison damage[/TD] [/TR] [TR] [TD]Red[/TD] [TD]15-foot cone[/TD] [TD]6d6 fire damage[/TD] [/TR] [TR] [TD]White[/TD] [TD]15-foot cone[/TD] [TD]6d6 cold damage[/TD] [/TR] [/TABLE] At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. DRAGON ROAR Evocation cantrip (dragon) Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). DRAGON’S PRIDE 3rd-level enchantment (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened. ENHANCE GREED 2nd-level divination (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd. FIRE DRAGON’S FURY 6th-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet. KOBOLD’S FURY 1st-level transmutation (dragon) Casting Time: 1 action Range: Touch Components: V, S, M (a kobold scale) Duration: 1 round Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage. LAIR SENSE 2nd-level divination (ritual) (dragon) Casting Time: 1 minute Range: 120 feet Components: V, S, M (treasure worth at least 500 gp, which is not consumed in casting) Duration: 24 hours You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like— to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area. This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd. LEGEND KILLER 7th-level divination (dragon) Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes) Duration: Concentration, up to 1 minute You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions. MITHRAL DRAGON’S MIGHT 6th-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet. OVERWHELMING GREED 4th-level enchantment (dragon) Casting Time: 1 action Range: 60 feet Components: V, S, M (a gold piece) Duration: 1 hour You fill the target with a dragon’s greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item oritems, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary. Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. PHANTOM DRAGON 3rd-level illusion (dragon) Casting Time: 1 action Range: Touch Components: V, S, M (a piece of dragon egg shell) Duration: Concentration, up to 1 hour You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd. PUFF OF SMOKE Evocation cantrip (dragon) Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight. RAID THE LAIR 4th-level abjuration (dragon) Casting Time: 10 minutes Range: Self Components: V, S, M (a piece of the dragon whose lair you are raiding) Duration: Concentration, up to 1 hour You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions. • Attack rolls resulting directly from lair actions are made with disadvantage. • Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved. • Lair actions occur on an initiative count 10 lower than normal. The caster has advantage on Constitution saving throws to maintain concentration on this spell. SCALE ROT 4th-level necromancy (dragon) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of rotten meat) Duration: Concentration, up to 1 minute You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.) One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th. SCALY HIDE 4th-level transmutation (dragon) Casting Time: 1 action Range: Touch Components: V, S, M (a dragon scale of the appropriate color) Duration: Concentration, up to 10 minutes A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target’s AC can’t be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell. SHADE 2nd-level abjuration (dragon) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd. THUNDER BOLT Evocation cantrip (dragon) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn. THUNDERSTORM 5th-level transmutation (dragon) Casting Time: 1 action Range: Touch Components: V, S, M (a piece of lightning-fused glass) Duration: Concentration, up to 1 hour You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself. TORRENT OF FIRE 4th-level conjuration (dragon) Casting Time: 1 round Range: Self (60-foot cone) Components: V, S, M (a piece of obsidian) Duration: Instantaneous You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks. TREASURE CHASM 2nd-level enchantment (dragon) Casting Time: 1 action Range: 100 feet Components: V, S, M (a gold coin) Duration: Concentration, up to 1 minute You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot. WAFT 1st-level transmutation (dragon) Casting Time: 1 action Range: Self Components: V, S, M (a topaz worth at least 10 gp) Duration: 1 round This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you. DRAGON MAGE Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Wizards who walk the path between these two diverse means of using magic are called dragon mages, and they meld the order of wizardry with the chaos of elemental mastery to grant themselves special powers. WIZARD SPECIALTY Dragon mages manifest their magic in a variety of styles, as diverse as the kinds of dragons and the types of magic that populate the worlds. Kobolds serving as councilors to great wyrms are taught by their masters to harness their innate draconic nature through the use of more traditional spells. A wild-eyed human, oozing sorcerous magic thanks to an ancient draconic ancestor, might find a kindly wizard to help her focus her power. Special legions of dragonborn troops train with a master dragon mage, learning to better defend their homeland from invaders. How to Start: If you’re a wizard who wants to become a dragon mage, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the dragon mage exclusively, you can forego the selection of an arcane tradition and gain the features of the dragon mage specialty instead. You can also pursue the dragon mage specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Dragon Magic Savant (described below). Also at 2nd level, you choose whether to gain Invoke Dragon Mask (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, an enchanter might select Hypnotic Gaze at 2nd level and Invoke Dragon Mask at 6th level, followed by either Instinctive Charm or Invoke Dragon Heart at 10th level. DRAGON MAGIC SAVANT Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy a dragon magic spell into your spellbook is halved. INVOKE DRAGON MASK Starting at 2nd level, you can invoke a magic dragon mask. You use a bonus action and expend a spell slot to invoke the mask, which lasts for 3 rounds for each level of the expended spell slot. The dragon mask remains as long as you are not incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The mask is a translucent magical force, in the form of a dragon’s head, which covers your face. Your face is still visible through the mask, and the mask does not hinder vision. While you wear your dragon mask, you receive the following benefits and drawbacks: • You have a bonus to your AC equal to your Intelligence modifier (minimum of +1). • You gain a bite attack. As an action, make a melee spell attack against one adjacent target. On a hit, the target takes piercing damage equal to 1d8 + your Intelligence modifier. This attack counts as magical for the purpose of overcoming a target’s immunity or resistance to piecing damage. • You have advantage on Wisdom (Perception) checks and Charisma (Intimidation) checks. • Attack rolls for any ranged or melee attack spells you cast while wearing the mask are made with disadvantage, and saving throws against spells you cast while wearing the mask are made with advantage. • As a bonus action, you can expend an additional spell slot to augment the damage of your next dragon mask bite attack. The damage increases by 1d8 for each level of the expended spell slot, and you have advantage on the attack roll. INVOKE DRAGON HEART Starting at 6th level, you can invoke a magic dragon heart. You use a bonus action and expend a spell slot to invoke the heart, which lasts for 3 rounds for each level of the expended spell slot. The dragon heart remains as long as you are not incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The heart is a translucent magical force, in the form of a beating heart, which covers your chest. Your body is still visible through the heart. While you wear your dragon heart, you receive the following benefits: • You have a bonus to Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum of +1). • You gain temporary hit points equal to twice your wizard level. These temporary hit points are lost when your heart is no longer active. • You gain a breath weapon attack. You can use an action to shoot a 30-foot-long, 5-foot-wide line of energy (dealing your choice of acid, cold, fire, or lightning damage) from your dragon heart in a direction you choose. Each creature in the line must make a successful Dexterity saving throw or take 4d6 damage of the chosen type. The damage type cannot be changed while your current dragon heart is active. • As a bonus action, you can expend an additional spell slot to augment the damage of your next dragon heart breath weapon attack. The damage increases by 2d6 for each level of the expended spell slot, and you can add 10 feet of length to the line for each level of the expended spell slot. INVOKE DRAGON WINGS Starting at 10th level, you can invoke a set of magical dragon wings. You use a bonus action and spend a spell slot to invoke the dragon wings, which last for 2 rounds per level of the spent spell slot. The dragon wings remain as long as you are not incapacitated, until the duration ends, or until they are dismissed or replaced by using a bonus action. While you wear your dragon wings, you receive the following benefits: • Your speed increases by 10 feet, and you gain a flying speed equal to your walking speed. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You have advantage on any melee or ranged spell attack rolls. • As a bonus action, you can spend an additional spell slot to augment your wings. Until the start of your next turn, you can add 5 feet of additional speed for each level of the expended spell slot spent. Additionally, you can choose one creature within 10 feet of you for each level of the expended spell slot, and ranged attacks against those creatures are made with disadvantage. INVOKE DRAGON TAIL Starting at 14th level, you can invoke a magic dragon tail. You use a bonus action and expend a spell slot to invoke the tail, which lasts for 1 round per level of the spent spell slot. The dragon tail remains as long as you are not incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires.The dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with great impact. While you wear your dragon tail, you receive the following benefits. • You are immune to the grappled condition. • You are have proficiency with Strength and Dexterity saving throws and any ability checks using Strength. In addition, you can use your Intelligence modifier instead of the normal modifier for those saving throws and checks. • You gain a tail slam attack. As an action, you make a separate melee spell attack against each target within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 3d10 + your Intelligence modifier. A creature hit by this attack is pushed up to 10 feet away from you and knocked prone unless it succeeds on a Strength saving throw against your spell save DC. This attack counts as magical for the purpose of overcoming a target’s immunity or resistance to bludgeoning damage. • As a reaction, you can make a tail slam attack against a creature that moves to within 15 feet of your tail. • As a bonus action, you can spend an additional spell slot to augment your dragon tail. Until the start of your next turn, your dragon tail’s slam attack damage increases by 1d10 per level of the spell slot spent. In addition, you heal yourself for 3 hit points per level of the spell slot spent. [/spoiler] [/QUOTE]
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