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D&D 5E 5e Updates: Mythic, Epic, and Hardcore Monsters


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I have completed drafts of the green dragon cycle. I have not included spells for dragon magic yet, and any help on that front would be much appreciated (please not the spell level limit in the description). Also, any comments and suggestions are welcome.
Suggestions for the next Chromatic? Personally I am thinking Blue.

EDIT: I added some spells, feel free to recommend others. FYI, these should be more for flavor or tactics.
I suggest Blue Dragon too. Apart from the spells you already included in epic & Hardcore updates, here are my suggestions for spells:
Acid splash
Barkskin
Blight
Commune with nature
Conjure woodland beings
Earthquake
Entangle
Find the Path
Grasping Vine
Hail of Thorns
Locate Animals or Plants
Move Earth
Plant Growth
Poison Spray
Speak with Plants
Transport Via Plants
Tree Stride
Wall of Thorns
-From the PHB. I'll look at Deep Magic too.
 

Stalker0

Legend
My Green Dragon notes (I didn't do any CR math checks, just a general look at the design).

1) I really feel the "mind dragon" flavor of the design. The spells makes good sense, I like dominating glare and beguiling presence to create a monster that would act in very different ways from a red dragon. I can already see a red dragon as a single boss fight while a green dragon would always have slaves and sycophant's to deal with.

2) The mythic action (change shape) is strange to me. I can only do it after I have effectively "died"? I do think you could include polymorph (self only) in dragon magic if you want to add in the old flavor of dragons turning into humans, but it feels out of left field in this area.

3) Dread whispers scales to 2 people while immolate foe goes all the way to 4. Just checking if that was intentional.

4) You mentioned adding notes that lair effects can only be used once per round each, but that's still missing from the statblock.
 

-From the PHB. I'll look at Deep Magic too.
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:
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
Black30-foot line, 5 feet wide6d6 acid damage
Blue30-foot line, 5 feet wide6d6 lightning damage
Green15-foot cone6d6 poison damage
Red15-foot cone6d6 fire damage
White15-foot cone6d6 cold damage
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.
 
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dave2008

Legend
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:
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
Black30-foot line, 5 feet wide6d6 acid damage
Blue30-foot line, 5 feet wide6d6 lightning damage
Green15-foot cone6d6 poison damage
Red15-foot cone6d6 fire damage
White15-foot cone6d6 cold damage
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.
Thanks for sharing! Only issue is a lot of these mimic things dragons already do naturally.
 

dave2008

Legend
My Green Dragon notes (I didn't do any CR math checks, just a general look at the design).
Just a quite not on dragon CR. With the green I tried to balance the defensive and offensive CR like I did for the red. However, that will not be the case for all of the dragons. The blue in particular I am think off as relatively high attack and low defense. I just want to create a much variance as possible in the dragons and how they are played.

1) I really feel the "mind dragon" flavor of the design. The spells makes good sense, I like dominating glare and beguiling presence to create a monster that would act in very different ways from a red dragon. I can already see a red dragon as a single boss fight while a green dragon would always have slaves and sycophant's to deal with.
That is the idea, glad it is coming through.
2) The mythic action (change shape) is strange to me. I can only do it after I have effectively "died"? I do think you could include polymorph (self only) in dragon magic if you want to add in the old flavor of dragons turning into humans, but it feels out of left field in this area.
It was a left over from an older design where I gave greens the change shape ability the metallic have (I started with adult greens in that version). I will remove from the mythic actions, not sure if I will put back in actions or just give them polymorph.
3) Dread whispers scales to 2 people while immolate foe goes all the way to 4. Just checking if that was intentional.
It was intentional. Dread whispers inflicts damage where immolate doesn't and actually is a major player in the CR calculation, whereas Immolate foe is not. Different strokes for different dragons. I'm open to suggestions of course.
4) You mentioned adding notes that lair effects can only be used once per round each, but that's still missing from the statblock.
[/QUOTE] Yes, and here is where it gets interesting. The red dragon relies on its melee and breath weapon attacks for its CR. The green dragon gets a lot of its damage from its Legendary Actions, outside BW and melee. Because of this, I had more flexibility to use lair actions as damage producers (and wall of thorns is pretty good at that). So for the green dragon - they could be used every round (though they don't have to be).

Also, I haven't figured out the best way to express the limitation yet.
 

Matrix Sorcica

Adventurer
It was a left over from an older design where I gave greens the change shape ability the metallic have (I started with adult greens in that version). I will remove from the mythic actions, not sure if I will put back in actions or just give them polymorph.
Why not just an ability as a trait?

I really like the green dragons! Only thing is, back in the day, only reds grew to colossal. To honor this, I feel like only the Wyrms of the other colors should get the colossal trait. No biggie, though.
 


dave2008

Legend
Why not just an ability as a trait?

I really like the green dragons! Only thing is, back in the day, only reds grew to colossal. To honor this, I feel like only the Wyrms of the other colors should get the colossal trait. No biggie, though.
Shapechange: I was thinking about as an action, like the metallic dragons. How do mean as a trait?

Size: I did make the greens smaller than the red. The colossal green wyrm's space is 30x30, but the red is 40x40, Is that good enough?
 

dave2008

Legend
How do you calculate CR adjustment for resistance to uncommon/rare/very rare weapons?
Well, I really only plan to use that on the epic updates, where the expectation is that everyone has magic items. It should be more flavor than mechanical effect. I don't plan to figure it into the CR any more than resistances or immunities to magical weapons in standard play.

At least that is the current plan. As always I am open to revision.
 

dave2008

Legend
I have the adult blue dragon up for review and comment. I tried to lean into the artillery role the had in 4e. It is a bit different from the green and red as it is comparatively a glass canon where the other to are very balanced. Let me know what you think.

Blue Dragon, Adult (Legendary, CR 17)
 

Matrix Sorcica

Adventurer
Well, I really only plan to use that on the epic updates, where the expectation is that everyone has magic items. It should be more flavor than mechanical effect. I don't plan to figure it into the CR any more than resistances or immunities to magical weapons in standard play.

At least that is the current plan. As always I am open to revision.
It's just that magic weapon resistance is worth nothing above CR 6 or so. With your take it might actually be relevant (and thus affect hp calculations). I'm fine with it not affecting CR, only then at what CR is it appropriate to be resistant to uncommon/rare etc.?

You use it for the dragons, which prompted me to ask. (and they are not epic ports)
 

Matrix Sorcica

Adventurer
Shapechange: I was thinking about as an action, like the metallic dragons. How do mean as a trait?

Size: I did make the greens smaller than the red. The colossal green wyrm's space is 30x30, but the red is 40x40, Is that good enough?
Forget trait. Action is right.

You give the Ancient green the colossal trait. So it was not the number of squares, but the trait I meant.
But like I said, no biggie
 

dave2008

Legend
It's just that magic weapon resistance is worth nothing above CR 6 or so. With your take it might actually be relevant (and thus affect hp calculations). I'm fine with it not affecting CR, only then at what CR is it appropriate to be resistant to uncommon/rare etc.?

You use it for the dragons, which prompted me to ask. (and they are not epic ports)
I'm undecided about how much I change and I agree that could solve an issue with magic resistance. If which case it would affect the CR via effective HP, just like it says in the DMG for resistances. However, it would probably alter the math for resistance by tier in the DMG. I will have to think about it. I haven't really had to get into it yet - but I will soon!

Actually, the dragons don't have B/P/S resistance, the can just bypass the B/P/S resistances / immunities of epic level monsters that do. So it works for both groups (simple magic resistance vs rarity magic resistance). That was intential - you should always be able to use dragons ;)

EDIT: To be clear these are mix of my hardcore, epic, and just new dragons. I'm not do a separate series of "epic" chromatic dragons.

PS I will try to get to Cyan after I finish all the chromatic dragons
 

Matrix Sorcica

Adventurer
Ah yes, I mixed it up. Sorry.
But the question remains. I'm thinking about having fx devils have such resistances without being epic, so interested in your thoughts
 

dave2008

Legend
Ah yes, I mixed it up. Sorry.
But the question remains. I'm thinking about having fx devils have such resistances without being epic, so interested in your thoughts
Not sure what FX devils are but here is my first pass:

Using the DMG as a starting point, which uses B/P/S as an example for increase effective HP based on resistances, I would be inclined to move it up one tier for rarity.
DMG pg 277

Effective Hit Points. If a monster has resistance or immunity to several damage types—especially bludgeoning, piercing, and slashing damage from nonmagical weapons—and not all the characters in the party possess the means to counteract that resistance or immunity, you need to take these defenses into account when comparing your monster’s hit points to its expected challenge rating. Using the Effective Hit Points Based on Resistances and Immunities table, apply the appropriate multiplier to the monster’s hit points to determine its effective hit points for the purpose of gauging its final challenge rating. (The monster’s actual hit points shouldn’t change.)

For example, a monster with an expected challenge rating of 6, 150 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons effectively has 225 hit points (using the 1.5 multiplier for resistances) for the purpose of gauging its final challenge rating.


Effective Hit Points Based on Resistances and Immunities​

Expected Challenge RatingHP Multiplier for ResistancesHP Multiplier for Immunities
1–4× 2× 2
5–10× 1.5× 2
11–16× 1.25× 1.5
17-20× 1× 1.25
21 or more× 1× 1.125

Rare magical BPS Effective Hit Points Based on Resistances and Immunities​

Expected Challenge RatingHP Multiplier for ResistancesHP Multiplier for Immunities
1–4× 2× 2
5–10× 2× 2
11–16× 1.5× 2
17 -20× 1.25× 1.5
21 or more× 1× 1.25

Very Rare magical BPS Effective Hit Points Based on Resistances and Immunities​

Expected Challenge RatingHP Multiplier for ResistancesHP Multiplier for Immunities
1–4× 2× 2
5–10× 2× 2
11–16× 2× 2
17-20× 1.5× 2
21-25× 1.25× 1.5
26 or more× 1× 1.25

Legendary magical BPS Effective Hit Points Based on Resistances and Immunities​

Expected Challenge RatingHP Multiplier for ResistancesHP Multiplier for Immunities
1–4× 2× 2
5–10× 2× 2
11–16× 2× 2
17-20× 2× 2
21-25× 1.5× 2
26 or more× 1.25× 1.5

Artifact magical BPS Effective Hit Points Based on Resistances and Immunities​

Expected Challenge RatingHP Multiplier for ResistancesHP Multiplier for Immunities
1–4× 2× 2
5–10× 2× 2
11–16× 2× 2
17-20× 2× 2
21-25× 2× 2
26 or more× 1.5× 2
 
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Shapechange: I was thinking about as an action, like the metallic dragons. How do mean as a trait?

Size: I did make the greens smaller than the red. The colossal green wyrm's space is 30x30, but the red is 40x40, Is that good enough?
Isn't 30x30 small for a colossal creature? I thought the minimum was 60x60.
 

Matrix Sorcica

Adventurer
Not sure what FX devils are but here is my first pass:
For example devils.

I would move the original DMG table (and thus all of your other tables as well) up one category for weapon resistances, i.e. x1.25 for CR6-10 and x1 multiplier for CR11-16 and so on. I really don't think magic weapon resistance is as relevant as the DMG wants it to be.
 


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