TEXT: 1
  
  2
   
  Khyber Khronicle 
  Lead Production: Dave Morris at Mount Ogden Gaming Company
  Lead Designer: Dave Knighton at Under the Wing Gaming
  Contributing Authors: Matthew Booth, Dave Knighton, Jeremiah McCoy, Kenny Morris, Zach Pickett, Joe Raso
  Layout and design: Shani Knighton at Raven and Moon 
  Art Attributes: All artwork presented in this adventure is provided by Wizards of the Coast, and CC0 licensed art, 
  and used with permission. 
   
   
  volume 5
  The
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-
  out the express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  3
  TABLE OF CONTENTS
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  47
  Soldiers of the Light
  Written by Dave Knighton
  Discover the land of Argonnessen and face 
  encounters designed for your player’s dragons.
  Dragon Characters
  Written and Designed by Joe Raso
  Create and play as your own dragon PC. Includ-
  ed are pre-generated dragons for levels 1-4.
   The Lost Journal
  Written by Matthew Booth
  Found off the coast of Xen’drik, the remains 
  of this journal records an unknown adventure 
  brave enough to explore the continent of Ar-
  gonnessen.
   The Draconic Prophecy
  Written and designed by Jeremiah McCoy 
  Learn more about the Draconic Prophecy and 
  what it means for Eberron. Included is a new 
  school option for your wizard.
   Tricks and Traps for 
  Twisted Dungeons
  Written and designed by Zachary Pickett
  Add more depth and design to your traps. 
  Ideas and examples for bringing more fun 
  to your game, for you as a DM and for your 
  players.
   Monsters of Argonnessen
  Written and designed by Kenny Morris
   
  Here Be Dragons!
   
  
  4
  Argonnessen: A Land of Danger
  Argonnessen is a vast continent, rivaling Khorvaire itself 
  in size, and dragons aren’t the only creatures inhabiting 
  its varying terrain. From the war-torn lands of the Light 
  of Siberys, to open freedom of the Vast, the home of 
  thousands of flights within the Thousand.
  Argonnessen is home to every terrible creature on Eber-
  ron. The dragons collected these monsters themselves to 
  serve as both a threat to any unwanted travelers and as 
  a way for young dragons to prove themselves worthy to 
  either serve within the armies of the Light of Siberys or 
  to claim a lair of their own within the Thousand. 
  The following adventure encounters are designed to be run 
  using dragon PCs. The players can create their characters or 
  use the pregenerated characters found within this issue. Each 
  hook is built around the APL (average party level) of the table. 
  As the DM, feel free to use these encounters as starting points 
  for a longer adventure within Argonnessen as soldiers within 
  the Light of Siberys, or as a quick one-shot session. 
  Soldier of the Light
  There is no greater honor than to be called a soldier within the 
  Light of Siberys. We alone have the will to call forward the force of 
  all of Argonnessen. 
  The Light of Siberys 
  During the elf-dragon wars, the dragons fought, not as 
  individual lords of the sky, but as one, disciplined force. 
  They learned to put past their isolationist ideals and 
  work together as an army. This change was due to the 
  Light of Siberys. These highly trained soldiers that bare 
  the namesake of their region origin have stood ready 
  since the end of the old days and the Age of Demons. 
  When war does arrive, the Light of Siberys organizes 
  the dragons of Argonnessen to present one unified 
  force with tactics and strategy required to dominate any 
  threat.  
  
  5
  Rankings within the Light of Siberys
  Rarely is the entirety of a battalion required to stave off threats 
  to Argonnessen. Typically, small units of 5-6 are sent out to 
  address most matters. However, the Light does have a rank-
  and-file system for times when larger responses are required. 
  The following table shows the ranks and names associated with 
  each level of your dragon within the Light as found within Drag-
  ons of Eberron. Because all dragons have to spend 50 years 
  surviving within the Vast before joining the ranks of the Light, 
  PCs aren’t eligible to become a Soldier of Siberys till level 13.
  Level
  rank
  name
  13
  0
  Soldier of Siberys
  14
  1
  Lantern of Siberys
  15
  2
  Guiding Light of Siberys
  16
  3
  Beacon of Siberys
  17
  4
  Radiance
  18
  5
  Radiant Flame
  19
  6
  Glorious Flame
  20
  7
  Eternal Flame
  For those young dragons, some just wyrmlings, that wish 
  to train as soldiers within the Light of Siberys, life is 
  extremely trying. Every day is spent learning strategy and 
  tactics. For those hatched within the Light of Siberys, or 
  the “trueborns,” this life is thrust upon them.  All young 
  dragons spend 50 years in the Vast working to prove 
  themselves. Those that return can take rank 0 within 
  the Light. Those hatched within the Thousand are also 
  forced to the Vast if they wish to gain their place within 
  society and their lair.
  Life in the Vast is meant to push dragons to their limits. 
  The following encounters can be used to test your party 
  and force them to work together to survive. These en-
  counters are deadly for this reason. As the DM you have 
  the prerogative to change the difficulty by adjusting HP 
  or damage output.
  Level 1
  Xerkoris the Old Green One was sent to the Vast over 
  150 years ago from the Thousand, like so many others, 
  to prove that they were worthy of taking their place and 
  own lair. However, after the required 50 years, Xerkoris 
  became found of the freedom and growing hoard they 
  had acquired on their own. Included in this hoard was 
  several creatures, including a small pack of gnolls. 
  Encounter
  Two days ago, a few of their possessions were able to 
  escape their overlord’s watchful eye. Xerkoris, furious of 
  this loss, has been scouring the area.  Upon spotting the 
  young party of dragons attempting to prove themselves, 
  the Old Green One figures this party can do the leg 
  work. 
  Xerkoris tells the party that three gnolls have escaped 
  and he demands they return them, preferably alive, but 
  if not, that’s fine too. They offer gems worth 50 gp for 
  the group’s effort. Any attempt to negotiate a higher 
  price fails, the fact that this dragon even offers anything 
  should be good enough. 
  Treasure
  Upon returning the gnolls, Xerkoris rewards the party 
  with the 50 gp as promised.
  Level 2
  Throughout the centuries, dragons have collected beasts 
  from around the world of Eberron as a way to enhance 
  they’re skills and test their might. Everything from 
  gnolls, to orcs and goblins, trolls and ogres, and bulettes. 
  These monsters can be found anywhere within Argon-
  nessen but are especially prevalent within Vast. It is here 
  where dragons are forced to fight, and win, against any 
  creature. 
  Encounter
  Within a large swath of flat land, the party spots the 
  remains of a young silver dragon. A successful DC 10 
  Wisdom (Medicine) check reveals that the death of 
  this dragon was due to several large, deep bites. Any 
  dragon that has a Passive Perception of 14 or high-
  er begins to feel a rumbling in the ground. If no one 
  notices this, a bulette burrows from under one of the 
  dragons, surprising them. 
  Treasure
  The silver dragon carries a small pouch of gems and 
  gold pieces worth 100 gp. 
  
  6
  Level 3
  Dragons are not the only creatures that claim the sky 
  of Argonnessen as their domain. A pride of griffons 
  can easily take down groups of young dragons. Battling 
  these flying creatures is one sure way for any dragon to 
  gain respect and learn the skills of aerial combat. 
  Encounter
  As the party approaches a cliffside while flying, the 
  party member with highest Passive Perception notic-
  es a pride of three griffons feasting on the remains of 
  a gold dragon wyrmling. If the party wishes to sneak 
  up on the pride, have them make a group Dexterity 
  (Stealth) against the griffons Passive Perception. If 
  at least have roll higher, the party successfully takes the 
  griffons by surprise.
  Treasure
  The gold dragon wyrmling has 150 gp worth of coins 
  and gems. 
  Level 4
  Throughout the Vast, packs of displacer beasts hunt 
  everything for food, including young dragons. 
  Encounter
  As the party settles in for the night, a pack of three 
  displacer beast begins to surround the sleeping party. 
  If a dragon is on watch, a successful DC 15 Wisdom 
  (Perception) check notices the threat. If no one notices 
  the creatures, they attack with surprise before dawn. 
  Treasure
  One of the displacer beasts was a pet to one of the 
  dragon overlords and has a gem-encrusted collar worth 
  200 gp. 
  
  7
  
  8
  Dragon Characters
  The dragon’s green mottled scales blended perfectly with 
  the underbrush as it crept towards the goblin encamp-
  ment. It quietly inhaled a deep breath and prepared to 
  unleash a poisonous blast at the unsuspecting creatures.
  The silvery dragon’s eyes glowed with arcane enchant-
  ment as it magically probed the ruins for a long-lost 
  relic.
  A flair of holy light burst from the gold dragon’s amulet, 
  and a surge of holy energy poured outward overwhelm-
  ing the approaching army of skeletons.
  Dragons as Characters
  Making a dragon class available for players had several 
  challenges. The dragon class represents the characters 
  class and race options. Dragons have many extraordi-
  nary abilities that can be challenging to balance against 
  the character options in the Player’s Handbook.
  An obvious task was the need to work through a drag-
  on’s racial mechanics, but how would character class fit 
  with a dragon character? Should the dragon character 
  advance as a normal PC or require special rules to mimic 
  its growth into a powerful creature?
  Role-playing dragon characters isn’t a new idea. Council 
  of Wyrms was a major inspiration for the dragon class. 
  The Council of  Wyrms was a product published by TSR 
  during Dungeons & Dragon’s 2nd Edition. Originally 
  released as a boxed set, these rules allowed gamers to 
  run a full campaign using dragon PCs. A .pdf version of 
  the hardcover revised version that was released by Wiz-
  ards of the Coast is available for purchase on the DM’s 
  Guild. If you’ve considered running a dragon campaign, 
  I’d highly recommend reading it for further inspiration.
  Race and Class Merged
  Much like the non-human classes presented in Dun-
  geons & Dragon’s basic rules of the early 1980s, the 
  dragon player character rules described herein merge the 
  concepts of class and race. You as a player may choose 
  your dragon color from one of the ten chromatic and 
  metallic varieties presented in the Monster Manual, but 
  there is only one dragon class described.
  I have tried to include a variety of character options 
  to enable the creation of a full mix of character types. 
  First, all dragon characters access to draconic feats, 
  which are abilities similar to the Feat rules presented in 
  the Players Handbook. Second, dragon characters must 
  select one of three distinct dragon archetypes, either 
  Iconic, Arcane or Divine.
  Also, note that there is no reason why you couldn’t 
  multi-class into traditional character classes after the first 
  level. However, as of this writing, I’ve had limited ability 
  to validate that the power levels of these builds remain 
  balanced with characters built using standard Players 
  Handbook rules.
  Backgrounds Scaled by Level
  Recognizing that the goal of this article was to pro-
  vide rules for creating hatchling dragon characters, a 
  challenge arises when considering backgrounds. Back-
  grounds are a key piece of 5th edition’s character build 
  process. They provide ties to backstories and can help 
  explain a character’s motives for becoming an adventur-
  er. It’s hard to understand how a hatchling dragon might 
  start the game with a character background. They just 
  haven’t lived long enough to have life events implied 
  by the typical backgrounds. Described in the Player’s 
  Handbook.
  One way to address this issue is to provide scaled back-
  grounds for new dragon characters. As a dragon charac-
  ter advances beyond 1st level, they would gradually gain 
  knowledge and experience implied by backgrounds in 
  the standard character creation process. 
  The following table provides one recommendation for 
  implementing scaled backgrounds.
  Backgrounds Scaled by Level
  Level
  Background Benefit Gained
  1
  Racial Based Benefits Only
  2
  One Background Skill
  3
  One Background Skill and Choice of Background 
  Tool or Language
  4
  Choice of Background Tool or Language, plus Back-
  ground Feature
  As an example, if you wish your dragon character would 
  develop into having a Sage background (page 137 of the 
  Players Handbook), then you could use the following 
  progression:
  Sample Sage Background Scaled By Level
  Level
  Background Benefit Gained
  1
  Draconic Language, Perception and Stealth skill pro-
  ficiencies (received by all dragon PCs)
  2
  Arcana Skill Proficiency
  3
  History Skill Proficiency plus one language of your 
  choice (Common suggested).
  4
  One language of your choice and the Sage feature: 
  Researcher.
  
  9
  Of course, you might decide that the scaled back-
  grounds unnecessarily complicate characters. If so, 
  ignore this background mechanism and apply character 
  backgrounds as normal, dragons are sometimes said to 
  possess hereditary memories when they hatch. Do what 
  makes the most sense for your game and have fun with 
  it! 
  Quick Build
  You can make a dragon character quickly by following 
  these suggestions. First, Strength should be your highest 
  ability score, followed by Constitution. Second, choose a 
  Silver Dragon as your racial sub-type. Third select dracon-
  ic vitality as your 1st level draconic feat. Finally, consider 
  the soldier background for later levels using the scaled 
  background progression described above.
  Dragon Traits
  All dragon player characters start with the following 
  characteristics.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score increases by 1
  Age. Young dragons grow quickly. They are mobile 
  hours after hatching and are immediately able to defend 
  themselves. For this player class option, 1st level dragon 
  characters are assumed to be hatchlings that will grow 
  until they are considered adults at 20th level.
  Alignment. In contrast to other campaign settings, the 
  dragon’s of Eberron may be of any alignment. Their 
  draconic sub-type has no impact on your choice of 
  alignment.
  Dragon Age and Level
  Dragon Challenge Rating. As I worked through the challenge of 
  creating these rules, I tried to stay true to the vision of dragons 
  as presented in the Monster Manual. In doing so, I recognized 
  that even wyrmling dragons were significant threats to low-level 
  PCs. 
  Wyrmling dragons described in the Monster Manual have 
  challenge ratings that range from 1 to 4. I chose to assume that 
  level 4 characters were roughly equivalent to a single wyrmling 
  dragon, while a 20th level character was close to the challenge 
  presented by an adult dragon. This approximation doesn’t 
  accurately reflect the variance between the various dragon sub-
  types - red dragons are typically more dangerous than equiva-
  lently aged brass dragons. However, I wanted players to be able 
  to choose any chromatic or metallic dragon without that choice 
  affecting the effective power level of their character. 
  Using my character level and dragon age approximation as a 
  starting point, I crafted an ability progression taking characters 
  from newly hatched dragons at the 1st level all the way to 20th 
  level adult dragons.
  Dragon Age. This ability progression brought a second issue 
  into focus – the dragon’s age. Player characters can advance to 
  20th level in much less “game time” than it might take a dragon 
  to mature to adulthood. Accepted D&D lore states that adult 
  dragons are at least 100 years old. How could I account for this 
  discrepancy? 
  I decided not to try. My rationale was that if you were already 
  playing a dragon in a fantasy game why did you need to worry 
  about its age? Unless there were some compelling story 
  element in the adventure or campaign tied to dragon ages, I’d 
  recommend ignoring this dragon age/class level discrepancy all 
  together. Hey, it’s a fantasy game. 
  Optional Level Limits. However, if the idea of ignoring a 
  dragon’s age troubles you, you could place limits on the level 
  advancement for dragon characters. You might allow dragon 
  PCs to advance to the last dragon level of a given tier or age 
  category but prevent any further increases until the character’s 
  age met the minimum age for the next tier or category.
  As an example, you might allow dragon characters to freely 
  advance in dragon class levels as Wyrmlings (level 1 to 8), but 
  prevent further advancement until they met the minimum age 
  of a Young dragon - 16 years. Perhaps the dragon character 
  could multi-class into other standard character classes until 
  they meet the age prerequisites.
  The following table provides a comparison of PC levels, years 
  and dragon age categories that can be used to define these 
  optional level limits.
  Dragon PC Tiers and Age
  tier
  levels
  age in years
  monster manual age category
  1
  1 to 4
  1 to 4
  Wyrmling
  2
  5 to 8
  5 to 15
  Wyrmling
  3
  9 to 12
  16 to 50
  Young
  4
  13 to 16
  51 to 100
  Young
  5
  17 to 20
  100+
  Adult
  
  10
  Dragon Class Physical Attributes
  Dragon 
  Level
  Natural AC
  Size
  Base/Swim/Climb 
  Speed (ft.)
  Fly Speed (ft.)
  Burrow 
  Speed (ft.)
  Blindsight (ft.) Darkvision (ft.)
  1 to 4
  16
  S
  25
  50
  10
  5
  30
  5 to 8
  17
  M
  30
  60
  15
  10
  60
  9 to 12
  18
  L
  40
  80
  20
  20
  120
  13 to 16
  18
  L
  40
  80
  30
  40
  120
  17 to 20
  19
  H
  40
  80
  30
  60
  120
  Racial Sub-types
  A full description of each dragon sub-type is beyond the 
  scope of this article. The Monster Manual provides fan-
  tastic descriptions of the most common chromatic and 
  metallic dragon breeds should players need inspirations 
  for how to run their characters. 
  The following Dragon Racial Sub-Type table provides a 
  summary of the benefits provided by each of draconic 
  sub-types.
  Breath Weapon. The table shows the type of dam-
  age, shape, and saving throw ability for breath weapon 
  attacks for each draconic sub-type.
  Extra Bite Damage. Chromatic dragons can deal bo-
  nus damage on bite attacks with a damage type equiva-
  lent to that dragon’s breath weapon.
  Extra Movement Type. This column identifies any 
  additional types of movement available for each dragon 
  sub-type
  Additional Features. Any other abilities possessed by 
  the dragon sub-type.
  Natural Armor Class. Tough scales that become stron-
  ger with age cover the dragon’s body. Dragon characters 
  have an Armor Class equal to their Natural Armor Class 
  rating plus their Dexterity Modifier. Refer to the Dragon 
  Class Physical Attributes table for Natural Armor Class 
  ratings.
  Size. A dragon character’s size is dependant on their 
  level, growing from small size at 1st level to huge size by 
  20th. Refer to the Dragon Class Physical Attributes table 
  to determine your character’s size.
  Speed. All 1st level dragons have a flying speed. Differ-
  ent dragon racial sub-types may have a third movement 
  type as identified on the Dragon Sub-types table. Move-
  ment speeds depend on the dragon character level. Play-
  ers should consult the Dragon Class Physical Attributes 
  table for their character’s speed.
  Blindsight. A dragon’s magical nature allows it to per-
  ceive its surroundings even when no light exists. Consult 
  the Dragon Class Physical Attributes table to determine 
  the range of their Blindsight. 
  Darkvision. Born with keen senses, dragons can see 
  even in dark or dim conditions. Consult the Dragon 
  Class Physical Attributes table to determine the range of 
  your Darkvision.
  Languages.  Dragons begin the game able to speak, 
  read and write Draconic. At 9th level, dragons gain profi-
  ciency with one additional language of their choice.
  Racial Sub-type. The ten most common dragon racial 
  sub-types are described herein, though other dragon 
  types do exist. Each sub-type has their combination of 
  abilities. 
  Damage Resistance. You have resistance to the dam-
  age type associated with your dragon racial sub-type as 
  shown in the Dragon Sub-types table. This resistance 
  improves to Damage Immunity at level 4.
  Draconic Limitations. Dragons do not possess any ar-
  mor or weapon proficiencies. They cannot benefit from 
  wearing armor, nor can they effectively use weapons 
  presented in the Player’s Handbook. 
  
  11
  Dragon Racial Sub-types: Breath Weapon
  Racial Sub-
  Type
  Damage 
  Type
  Shape
  Saving Throw 
  Ability
  Extra Bite 
  Damage
  Extra Movement 
  Type
  Additional Features
  Black
  Acid
  Line
  Dexterity
  Yes
  Swim
  Amphibious
  Blue
  Lightning
  Line
  Dexterity
  Yes
  Burrow
  n/a
  Brass
  Fire
  Line
  Dexterity
  No
  Burrow
  n/a
  Bronze
  Lightning
  Line
  Dexterity
  No
  Swim
  Amphibious
  Copper
  Acid
  Line
  Dexterity
  No
  Climb
  n/a
  Green
  Poison
  Cone
  Constitution
  Yes
  Swim
  Amphibious
  Gold
  Fire
  Cone
  Dexterity
  No
  Swim
  Amphibious
  Red
  Fire
  Cone
  Dexterity
  Yes
  Climb
  n/a
  Silver
  Cold
  Cone
  Constitution
  No
  n/a
  n/a
  White
  Cold
  Cone
  Constitution
  Yes
  Swim & Burrow
  Ice Walk
  Class Features
  As a dragon player character, you gain the following class 
  features.
  Hit Points
  Hit Dice: Dragon’s hit dice varies with their dragon level. At 
  first level, you have 1d6 as hit die which gradually increases to 
  1d12 at higher levels. Consult the Dragon Class Level Sum-
  mary table for the hit dice received at each level.
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: Varies by Level as follows:
  • 
  Levels 1-4: 1d6 (or 4) + your Constitution modifier
  • 
  Levels 5-8: 1d8 (or 5) + your Constitution modifier
  • 
  Levels 9-16: 1d10 (or 6) + your Constitution modifier
  • 
  Levels 17-20: 1d12 (or 7) + your Constitution modifier
  Proficiencies
  Armor: none
  Weapons: none
  Tools: none
  Saving Throws: Dexterity, Constitution, Wisdom, Charisma
  Skills: Perception and Stealth. 
  Equipment
  It is assumed that 1st level Dragons are hatchlings who have 
  no equipment.
  
  12
  Dragon Class Level Summary
  Level
  Proficiency 
  Bonus
  Hit Dice
  Features
  1
  2
  1d6
  Breath Weapon (1/long rest), Bite Attack, Claw Attack, 
  Draconic Feat
  2
  2
  2d6
  Breath Weapon (1/short rest), Draconic feat
  3
  2
  3d6
  Draconic Archetype
  4
  2
  4d6
  Draconic Vitality, Damage Immunity
  5
  3
  4d6 + 1d8
  Size Change, Breath Weapon (Recharge 5-6) 
  6
  3
  4d6 + 2d8
  Extra Attack (two attacks)
  7
  3
  4d6 + 3d8
  Draconic Cunning, Draconic Archetype Ability
  8
  3
  4d6 + 4d8
  Draconic Vitality, Maximum Ability Increase (22)
  9
  4
  4d6 + 4d8 + 1d10
  Size Change, Bonus Language, Bonus Skill Proficiency
  10
  4
  4d6 + 4d8 + 2d10
  Draconic Archetype Ability
  11
  4
  4d6 + 4d8 + 3d10
  Extra Attack (three attacks)
  12
  4
  4d6 + 4d8 + 4d10
  Draconic Vitality, Maximum Ability Increase (24)
  13
  5
  4d6 + 4d8 + 5d10
  Tail Attack, Draconic Feat
  14
  5
  4d6 + 4d8 + 6d10
  Draconic Archetype Ability
  15
  5
  4d6 + 4d8 + 7d10
  Draconic Cunning, Bonus Skill Proficiency
  16
  5
  4d6 + 4d8 + 8d10
  Draconic Vitality, Maximum Ability Increase (26)
  17
  6
  4d6 + 4d8 + 8d10 + 1d12
  Size Change, Frightful Presence
  18
  6
  4d6 + 4d8 + 8d10 + 2d12
  Multi-attack, Draconic Feat
  19
  6
  4d6 + 4d8 + 8d10 + 3d12
  Draconic Vitality, Wing Attack, Maximum Ability Increase 
  (28)
  20
  6
  4d6 + 4d8 + 8d10 + 4d12
  Legendary Resistance 1/day, Legendary Action
  Breath Weapon
  You can use your action to exhale destructive energy. 
  Your dragon racial sub-type determines the size, shape 
  and type of damage for your exhalation (see Dragon 
  sub-types table).
  When you use your breath weapon, each creature in the 
  area of exhalation must make a saving throw, the type of 
  which is determined by your racial sub-type. The DC for 
  the saving throw and the size of your breath weapon at-
  tack advance as you gain levels, as shown on the Dragon 
  Class Breath Weapon table. 
  Damage. Base breath weapon damage for dragon 
  characters is a pool of d6 die. The number of die in 
  your damage pool is equal to one half the character’s 
  level plus two (rounded down). A failed saving throw 
  will result in the total rolled amount of damage, while a 
  successful saving throw results in half of that amount.
  Example, a 3rd level character, would deal 3d6 damage 
  with their breath weapon to targets who fail their saving 
  throw (3/2+2=3). 
  Maximum Uses. Breath weapons attacks are physically 
  taxing on the dragons who use them. The maximum 
  number of times that you can use your breath weapon 
  is equal to your Constitution Modifier, after which you 
  must complete a long-rest to be able to use it again. 
  The draconic feat Copious Breath, if taken, increases 
  the number of times you may use your breath weapon 
  before a long rest is required.
  Dragon Class Breath Weapon
  Dragon Level
  Cone Size 
  (ft.)
  Line Size (ft.)
  Saving Throw 
  DC
  1 to 4
  10
  15
  10
  5 to 8
  15
  20
  11
  9 to 12
  20
  30
  13
  13 to 16
  30
  40
  15
  17 to 20
  40
  60
  18
  
  13
  Melee Attacks
  At 1st level, you may choose between a bite attack that deals piercing damage and a claw attack that deals slashing 
  damage. Chromatic dragons gain a bonus to their bite attack with a damage type that is the same as their breath 
  weapon attack. On reaching 13th level, you gain a tail attack that deals bludgeoning damage. 
  Dragon Class Melee Attacks
  Level
  Attacks 
  Per Turn
  Bite Damage
  Bite 
  Reach
  Bonus Bite 
  Damage
  Claw 
  Damage
  Claw Reach
  Tail Damage
  Tail Reach
  1 to 4
  1
  1d8
  5 ft.
  1d4
  1d6
  5 ft.
  n/a
  n/a
  5 to 8
  2
  1d10
  5 ft.
  1d6
  1d8
  5 ft. 
  n/a
  n/a
  9 to 12
  2
  2d10
  10 ft.
  1d8
  1d10
  5 ft.
  n/a
  n/a
  13 to 16
  3
  2d10
  10 ft.
  1d8
  2d6
  5 ft.
  1d8
  10 ft.
  17 to 20
  3
  2d10
  10 ft.
  1d10
  2d6
  5 ft.
  2d8
  15 ft.
  Bonus Bite Damage. Bonus Bite Damage is only applicable for chromatic dragons (see dragon racial sub-types).
  Attacks Per Turn. You may only make one Bite attack and one Tail attack with the Attack action regardless of the 
  number of attacks you may take with that action.
  Size Change
  Your character grows as you gain experience. 1st level 
  dragons begin as Small-sized creatures. At 5th level, you 
  are considered Medium-sized. At 9th level, you are a 
  Large-sized creature. At 17th level, you are a Huge sized 
  creature. This size change coincides with increases to 
  your hit dice and melee attack damage.
  Extra Attacks
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
  The number of attacks increases to three when you 
  become a 13th level dragon.
  Draconic Cunning
  Dragon’s develop impressive mental powers as they age. 
  At 7th level and also at 15th level, you gain the Draconic 
  Cunning feat as detailed in the draconic feats section. 
  Maximum Ability Score
  Dragons can grow to become incredibly powerful crea-
  tures. At 8th level, your maximum ability score increases 
  to 22. Further increases occur at 12th level (maximum of 
  24), 16th level (maximum of 26) and 19th level (maximum 
  of 28).
  Bonus Skill Proficiency
  At 9th level and again at 15th level you gain proficiency in 
  one of the following skills: Arcana, Deception, History, 
  Insight, Intimidation, or Persuasion.
  Draconic Feat
  At 1st level, you may choose a draconic feat that ex-
  pands some aspect of your draconic nature. Additional 
  draconic feats are gained at higher levels as defined by 
  the Dragon Class Summary table and possibly from your 
  chosen Draconic Archetype. Some draconic feats have 
  prerequisites that must be met before they can be select-
  ed. Once a draconic feat has been selected it cannot be 
  changed. Unless otherwise specified, draconic feats may 
  not be taken more than once.
  Draconic feats are detailed at the end of this article. 
  Draconic Archetypes
  At 3rd level, you choose a draconic archetype that defines 
  the future growth of your abilities. Choose to be an 
  Iconic, Arcane or Divine Archetype, with each of these 
  options detailed further below. Each Archetype grants 
  features at 3rd level, 7th, 10th and, 14th levels.
  Draconic Vitality
  Dragon’s are physically strong and tough. At 4th, 8th, 
  12th, 16th, and 19th levels, you gain the Draconic Vitali-
  ty feat as detailed in the draconic feats section. 
  Damage Immunity
  Starting at 4th level, you are now immune to all damage 
  associated with your breath weapon attack damage type 
  as appropriate for your draconic sub-type.
  
  14
  Bonus Language
  At 9th level you gain proficiency speaking, reading and 
  writing one language of your choice.
  Frightful Presence
  By 17th level, your presence can strike fear in most 
  creatures. As an action, each creature of your choice 
  that is within 120 feet and aware of you, must succeed 
  on a Wisdom saving throw or become frightened for 1 
  minute. The DC for this saving throw is 8 + your profi-
  ciency bonus + your Charisma Modifier. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself with a success. If a creature’s 
  saving throw is successful or the effect ends for it, then 
  that creature is immune to your Frightful Presence for 
  the next 24 hours. 
  Multi Attack
  At 18th level, you are now adept at instilling fear in your 
  opponents before you strike. 
  As an action, you can use your Frightful Presence ability 
  and then make three melee attacks: one with your bite 
  and two with your claws.
  Wing Attack
  Once you reach 19th level, your wings have become so 
  powerful that you can use them to knock over your 
  opponents. 
  As an action, you beat your wings. Each creature with-
  in 10 feet of you must succeed on a Dexterity saving 
  throw (DC=8 + proficiency bonus + Strength modifier), 
  or they take 2d6 bludgeoning damage and be knocked 
  prone. You can then fly up to half your flying speed. 
  Opponents who successfully save do not take damage 
  and are not prone.
  Legendary Resistance
  At 20th level your innate magical nature has grown to al-
  low you to shrug off some effects that might harm you. 
  Once per day, if you fail a saving throw, you can choose 
  to succeed instead. Once used, you must complete a 
  long rest to use this ability again.
  Legendary Action
  Once you’ve reached 20th level, you can now take 2 leg-
  endary actions, choosing from the options below. Only 
  one legendary action option can be used at a time and 
  only at the end of another creature’s turn. You regain 
  spent legendary actions at the start of your turn.
  • 
  Detect. You make a Wisdom (Perception) check.
  • 
  Tail Attack. You make a tail attack.
  • 
  Wing Attack (costs 2 legendary actions). You can take 
  the Wing Attack action.
  Draconic Archetypes
  Iconic Archetype
  The Iconic archetype represents the physically powerful 
  dragon that most players recognize. They have a large 
  number of Draconic Feats to choose from to augment 
  their raw abilities.
  Draconic Feats
  At 3rd, 7th, 10th, and 14th levels you may choose a dracon-
  ic feat provided you meet the necessary prerequisites.
  Arcane Archetype
  Dragons who choose the Arcane Archetype combine 
  the awesome power of dragon-kind with a mastery of 
  magic. These dragons are able to cast arcane spells and 
  become skilled ritual casters.
  Spellcasting
  When you reach 3rd level, you gain the ability to cast 
  spells. You must choose your magic discipline, choosing 
  between either Bardic or Wizard magic. Once chosen, 
  this magic discipline may not be changed.
  Cantrips. You learn three cantrips: mage hand and two 
  other cantrips of your choice from either the bard or 
  wizard spell list as defined by your chosen magic dis-
  cipline. You learn an additional cantrip of your choice 
  from the appropriate spell list at 10th level.
  Spell Slots. The Dragon Spellcasting table shows how 
  many spell slots you have to cast your spells of 1st level 
  and higher. To cast one of these spells, you must expend 
  a slot of the spell’s level or higher. You regain all ex-
  pended spell slots when you finish a long rest.
  Spells Known of  1st-Level and Higher. You know 
  three 1st-level spells of your choice, chosen from either 
  the bard or wizard spell list as appropriate for your cho-
  sen school of magic.
  
  15
  The Spells Known column of the Dragon Spellcast-
  ing table shows when you learn additional spells of 1st 
  level or higher. Each of these spells must be from your 
  chosen magic discipline and must be of a level for which 
  you have spell slots.
  Whenever you gain a level in this class, you can replace 
  one of the spells you know with another spell of your 
  choice from your magic discipline’s spell list. The new 
  spell must be of a level for which you have spell slots.
  Spellcasting Ability. Your spellcasting ability is deter-
  mined by your chosen magic discipline. If you cast Bard 
  spells, you rely on Charisma to cast spells. However, if 
  your selected Wizard magic as your discipline you use 
  Intelligence to invoke your magic.
  Spell save DC = 8 + your proficiency bonus +
  either your Charisma or Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  either your Charisma or Intelligence modifier
  Spellcasting Focus. You can use an arcane focus as a 
  spellcasting focus for your bard or wizard spells. You 
  may gain the benefit of a spellcasting focus even if it is 
  held by a mage hand spell that you have cast.
  Arcane Warding
  By 7th level, magical energies are now so innate to your 
  being that arcane spells have trouble damaging you. You 
  have resistance to damage from spells.
  Ritual Caster
  At 10th level, you have developed an innate sense of 
  magic and can now cast ritual spells. You craft a ritual 
  spellbook and inscribe two 1st-level spells that have the 
  ritual tag from any class’s spell list. The spells within this 
  book do not count against the number of spells you 
  know. When you have this ritual spellbook with you, you 
  can cast any of the spells inscribed within as rituals. You 
  can’t cast these inscribed spells except as rituals unless 
  you’ve learned them by some other means. You can also 
  cast a dragon spell you know as a ritual if it has the ritual 
  tag.
  On your adventures, you can add other ritual spells to 
  your ritual spellbook. When you find such a spell, you 
  can add it to the book if the spell’s level is one for which 
  you possess spell slots. Each level of spell inscribed with 
  your ritual spellbook requires 2 hours to transcribe and 
  costs 50 gp for the rare inks needed to inscribe it.
  Arcane Insight
  Beginning at 14th level, you know the Legend Lore spell 
  and are able to cast it once per day without expending a 
  spell slot. 
  Divine Archetype
  A few select dragons raise their awareness beyond the 
  material plane and can channel divine power of the 
  gods. Divine Archetype characters enhance their already 
  formidable draconic powers with divine magic.
  Spellcasting
  When you reach 3rd level, you learn to draw upon divine 
  magic through meditation and prayer to cast spells as a 
  cleric does. You have dedicated yourself to divine pow-
  ers, who intern grant you a modicum of divine abilities 
  to further their cause.
  Cantrips. You learn three cantrips of your choice from 
  the cleric spell list. You learn an additional cantrip of 
  your choice at 10th level.
  Preparing and Casting Spells. The Dragon Spellcast-
  ing table shows how many spell slots you have to cast 
  your spells of 1st level and higher. To cast one of these 
  spells, you must expend a slot of the spell’s level or high-
  er. You regain all expended spell slots when you finish a 
  long rest.
  You prepare a selection of cleric spells that are available 
  for you to cast, choosing from the cleric spell list. When 
  you do so, choose a number of cleric spells as shown in 
  the Spells Known column. The spells must be of a level 
  for which you have spell slots. 
  You can change your list of prepared spells when you 
  finish a long rest. Preparing a new list of spells requires 
  time spent in prayer and meditation: at least 1 minute 
  per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability 
  for the spells you cast. Your spells come from your 
  devotion to your deity or divine cause. You use Wisdom 
  whenever a cleric spell refers to your spellcasting ability. 
  In addition, you use your Wisdom modifier when setting 
  the saving throw DC for a cleric spell you cast and when 
  making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  Ritual Casting. You can cast a cleric spell as a ritual if 
  that spell has the ritual tag and you have the spell pre-
  pared.
  Spellcasting Focus. You can use a holy symbol as a 
  spellcasting focus for your cleric spells.
  
  16
  Channel Divinity – Turn Undead
  At 3rd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to Turn Un-
  dead as described in the Players Handbook (PH 59)
  After using your Channel Divinity, you must finish a 
  short or long rest to use it again. Your DC equals your 
  spell save DC. Beginning at 10th level, you can use your 
  Channel Divinity twice between rests.
  Lay On Hands
  At 3rd level, you gain the Paladin ability to Lay On Hands 
  (see page 84 of the Players Handbook). However, your 
  “effective” paladin level for this ability is equal to ½ of 
  your Dragon Level rounded down.
  Truth Sense
  At 7th level, your growing divine nature gives you an abil-
  ity to discern truth from lies. You always have the Zone 
  of Truth spell prepared, and it does not count against 
  the number of spells you can have prepared each day. 
  Once per long rest you may cast Zone of Truth without 
  expending a spell slot.
  Divine Smite
  Starting at 10th level, you gain Divine Smite ability of a 
  paladin (see page 85 of the Players Handbook).
  Divine Purge
  At 14th level your attunement with the divine allows you 
  to purge magical effects. You can use your action to end 
  one spell on yourself or on one willing creature that you 
  touch. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (a minimum of once). You re-
  gain expended uses when you finish a long rest.
  Dragon Spellcasting
  - Spell Slots Per Spell Level -
  Dragon 
  Level
  Cantrips 
  Known
  Spells 
  Known
  1st
  2nd
  3rd
  4th
  3rd
  3
  3
  2
  -
  -
  -
  4th
  3
  4
  3
  -
  -
  -
  5th
  3
  4
  3
  -
  -
  -
  6th
  3
  4
  3
  -
  -
  -
  7th
  3
  5
  4
  2
  -
  -
  8th
  3
  6
  4
  2
  -
  -
  9th
  3
  6
  4
  2
  -
  -
  10th
  4
  7
  4
  3
  -
  -
  11th
  4
  8
  4
  3
  -
  -
  12th
  4
  8
  4
  3
  -
  -
  13th
  4
  9
  4
  3
  2
  -
  14th
  4
  10
  4
  3
  2
  -
  15th
  4
  10
  4
  3
  2
  -
  16th
  4
  11
  4
  3
  3
  -
  17th
  4
  11
  4
  3
  3
  -
  18th
  4
  11
  4
  3
  3
  -
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  
  17
  Draconic Feats
  If a draconic feat has prerequisites, you must meet them 
  to learn it. You can learn the draconic feat at the same 
  time that you meet its prerequisites. You may only take a 
  draconic feat once unless stated otherwise.
  Change Shape
  Prerequisite: 9th level metallic dragon, or 13th level chro-
  matic dragon.
  In Eberron, any dragon may learn to change their form 
  to hide their draconic identity. As an action, you magical-
  ly polymorph into a humanoid or beast that has a chal-
  lenge rating no higher than your dragon level, or back to 
  your true form. You revert to your true form if you die. 
  Any equipment you are wearing or carrying is absorbed 
  or borne by your new form (your choice).
  In a new form, you retain your alignment, hit points, 
  Hit Dice, ability to speak, proficiencies, any Legendary 
  Resistance, and Intelligence, Wisdom, and Charisma 
  scores, as well as this Change Shape draconic feat. Your 
  statistics and capabilities are otherwise replaced by those 
  of your new form, except any class features or legendary 
  actions of that form.
  Copious Breath
  Prerequisite:  level 5
  Taking this draconic feat allows you to use your breath 
  weapon more often. The maximum number of Breath 
  Weapon uses per long rest you may use becomes your 
  Constitution Modifier + 2.
  Crushing Attack
  Prerequisite: Size Large or Larger
  If you jump or fly as part of your move, you may use an 
  action to land on top of one or more creatures who are 
  at least one size smaller than you. All creatures under-
  neath you must make a Dexterity saving throw vs. your 
  breath weapon DC or be crushed taking 2d6 points of 
  bludgeoning damage, become prone and grappled un-
  derneath you (escape DC = 8 + your proficiency bonus 
  + your Strength modifier). A successful save results in ½ 
  damage and not being prone or grappled.
  Draconic Cunning
  Your draconic heritage allows you to enhance your 
  mental abilities. You may choose one of the following 
  benefits:
  •	
  add +2 to one of Intelligence, Wisdom, or 
  Charisma
  •	
  add + 1 to each of Intelligence, Wisdom, and 
  Charisma
  This feat may be taken multiple times. However, none 
  of your ability scores can exceed your maximum ability 
  score as identified on the Dragon Class Summary Chart.
  Draconic Toughness
  You are exceptionally tough. Each of your existing drag-
  on class hit die, and all future dragon class hit dice you 
  receive when you gain a level are increased by one dice 
  category up to a maximum of a d12. As an example, if 
  you are an 18th level dragon, your pool of hit die would 
  normally consist of: 
  •	
  4d6 + 4d8 + 8d10 + 2d12. 
  After taking this feat your new pool of hit dice would 
  become:  
  •	
  4d8+4d10+10d12. 
  The hit points you gain for each new level increases 
  appropriately to be consistent with your new hit dice. As 
  an example, if your newly increased hit dice is a d8, then 
  you would gain 5 + Constitution modifier hit points for 
  that level. 
  You may take this feat multiple times; however, your hit 
  dice can never increase beyond a d12.
  Draconic Vitality
  Your powerful physical draconic is enhanced. You may 
  add +1 to both your Strength and Constitution ability 
  scores. This feat may be taken multiple times, however, 
  your ability score cannot exceed your maximum ability 
  score as determined by from your Dragon Class level 
  (see Dragon Class Summary Chart).
  Fierce Breath
  Your breath weapon is particularly dangerous. Your 
  Breath Weapon DC increases by +2.
  Fearsome Countenance
  Prerequisite: Frightful Presence ability
  The Saving Throw DC for your Frightful Presence abili-
  ty increases by +2.
  
  18
  Forceful Breath Weapon
  Prerequisite: Bronze Dragon Subtype
  In addition to your normal breath weapon, you gain a 
  Repulsion Breath Weapon attack. You exhale a cone of 
  repulsive magic. Each creature in the area of effect must 
  succeed on a Strength saving throw. On a failed save, the 
  creature is pushed away from you a distance equal to the 
  Breath Weapon Line Size as for your Dragon character 
  level as shown on the Dragon Class Breath Weapon 
  Table.
  Flyby Attack
  If you make a melee attack against a creature while you 
  are in flight, you don’t provoke opportunity attacks from 
  that creature for the rest of the turn, whether you hit or 
  not.
  Gushing Breath
  Your breath weapon attacks extend farther than normal. 
  The range of your breath weapons as shown on the 
  Dragon Class Breath Weapon Table is increased by 1.5 
  times for cone breath weapon attacks and doubled for 
  line breath weapon attacks.
  As an example, a 5th level dragon would have a cone 
  breath weapon of 15 x 1.5 = 22.5 feet, and a line breath 
  weapon size of 20 x 2 = 40 feet. 
  Hastened Breath
  Prerequisite: level 5
  You are able to attack more often with your breath 
  weapon. Your breath weapon attack now recharges on a 
  4, 5, or 6.
  Iron Hide
  Prerequisite: Level 7, Tough Scales draconic feat.
  All bludgeoning, piercing and slashing damage you take 
  from non-magical weapons is reduced by 2.
  Noble Presence
  Prerequisite: Level 3.
  You inspire confidence in your allies. Creatures of your 
  choice within 60 feet who can see or hear you have ad-
  vantage on saving throws versus fear and charm. As an 
  action on your turn, you may inspire one creature within 
  60 feet who can hear you to make a saving throw to end 
  a fear or charm effect. They may not benefit from this 
  ability again until completing a short rest.
  Paralyzing Breath Weapon
  Prerequisite:  Silver Dragon Subtype
  In addition to your normal breath weapon, you gain a 
  Paralyzing Breath Weapon attack. You exhale a cone of 
  paralyzing gas. Each creature in the area of effect must 
  succeed on a Constitution saving throw. On a failed 
  save, creatures are paralyzed for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself with a success.
  Perceptiveness
  Your senses can detect things other dragons may miss. 
  You have advantage on all perception checks. The range 
  of your blindsight and darkvision are doubled.
  Polygot
  Prerequisite: level 3
  Your Intelligence score increases by 1, but may not 
  exceed your maximum ability score. You learn new lan-
  guages easily. You learn three languages of your choice. 
  You may take this feat multiple times, learning new 
  languages each time. 
  Ruinous Breath
  Your breath weapon attacks become deadlier if this 
  draconic feat is taken. The damage die of your breath 
  weapon attack increases by one dice category. (d6 -> d8 
  -> d10 -> d12)
  Example a 1st level dragon character normally has 2d6 
  for breath weapon damage. However this would increase 
  to 2d8 by taking the ruinous breath feat.
  You may take this draconic feat multiple times. Howev-
  er, your breath weapon damage dice may never exceed 
  the d12 dice category.
  Serpent’s Prowess
  Choose one of your skill proficiencies. Your proficiency 
  bonus is doubled for any ability check you make that 
  uses the chosen proficiency. You may take this draconic 
  feat multiple times, choosing a different skill each time.
  
  19
  Sleep Breath Weapon
  Prerequisite: Brass dragon subtype
  In addition to your normal breath weapon, you gain 
  a Sleep Breath Weapon attack. You exhale a cone of 
  sleep-inducing gas. Each creature in the area of effect 
  must succeed on a Constitution saving throw. On a 
  failed save, creatures fall unconscious for 10 minutes. 
  This effect ends for a creature if the creature takes dam-
  age or someone uses an action to wake it.
  Slow Breath Weapon
  Prerequisite: Copper dragon subtype
  In addition to your normal breath weapon, you gain a 
  Slowing Breath Weapon attack. You exhale a cone of gas 
  and each creature in the area of effect must succeed on 
  a Constitution saving throw. On a failed save, creatures 
  can’t use reactions, their speed is halved, and they can’t 
  make more than one attack on their turn. In addition, 
  the creature can use either an action or a bonus action 
  on its turn, but not both. These effects last for 1 min-
  ute. The creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself with a 
  successful save.
  Snatch Attack
  Prerequisite: size large or larger
  While flying, when you take the Attack action you may 
  use one or more of your melee attacks to make a claw 
  attack against a target whose size is smaller than you. 
  You don’t provoke opportunity attacks from the target 
  of this attack for the rest of your turn. On a hit, you 
  deal no damage with that claw attack and instead grapple 
  the target, capturing it in your talons. While grappled 
  in this way, targets have disadvantage on attacks against 
  you.
  Tail Sweep
  Prerequisite: Level 13
  When taking the attack action, you may use one of your 
  attacks to perform a tail sweep attack. Your tail makes 
  a 180-degree arc in the direction of your choice. All 
  creatures within reach of your normal tail attack and 
  who are within this arc must make a Dexterity saving 
  throw (DC = 8 + proficiency bonus + your Strength 
  modifier). On a failed saving throw, a target takes 1d6 + 
  Strength modifier bludgeoning damage and falls prone 
  in its space. On a successful save targets take only half 
  damage and are not prone.
  Tough Scales
  Prerequisite: Level 3
  Your scales have become very tough. You have resis-
  tance to all non-magical bludgeoning, piercing, and 
  slashing damage.
  Waterbreathing
  You are amphibious and are able to breathe both air and 
  water.
  Weakening Breath Weapon
  Prerequisite:  Gold dragon subtype
  In addition to your normal breath weapon, you gain a 
  Weakening Breath Weapon attack. You exhale a cone 
  of gas and each creature in the area of effect must 
  succeed on a Strength saving throw. On a failed save, 
  creatures have disadvantage on Strength-based attack 
  rolls, Strength checks, and Strength saving throws for 1 
  minute. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with 
  a successful save.
  Writhing Form
  You are difficult to hit with attacks. Your Armor Class 
  increases by 2.
  Wyrm’s Tongue
  Prerequisite:  Level 7
  Your draconic nature allows you to transcend normal 
  speech occasionally. Once per long rest you may cast the 
  Tongues spell on yourself. 
  
  20
  Dragon Pre-Gens
  “The Warrior”
  1st level Gold Dragon, soldier background
  Small, dragon (gold), lawful neutral
  Armor Class 16 (natural)
  Hit Points 9 (1d6+3)
  Speed 25 ft., fl y 50 ft., swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 10 (+0) 16 (+3) 10 (+0) 10 +(0) 13 (+1)
  Saving Throws Dex +2, Con +5, Wis +2, Cha +3
  Skills Perception +2, Stealth +2
  Damage Resistance fi re
  Senses Passive Perception 12, Blindsight 5 ft., 
  Darkvision 30 ft.
  Languages Draconic
  Amphibious. Can breathe air and water.
  Draconic Feat (Draconic Vitality). Increased ability 
  scores already included in statistics.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target. Hit: 9 (1d8+4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target. Hit: 8 (1d6+4) slashing damage.
  Fire Breath Weapon (1/long rest) 10 ft. cone, DC 10 
  Dexterity Saving Throw 7 (2d6) fi re damage.
  Level 2 Changes:
  •	
  Draconic Feat (Draconic Toughness)
  •	
  HP 19, Hit Die 2d8
  •	
  Breath Weapon may now be used 1/short rest 
  (max 3/day)
  •	
  Fire Breath Weapon 3d6 fi re damage.
  •	
  Profi ciency in athletics +6
  Level 3 Changes:
  •	
  Iconic Archetype
  •	
  Hp 27, hit die 3d8
  •	
  Draconic Feat (Tough Scales) – resistance to 
  non-magical bludgeoning, piercing, slashing 
  damage
  •	
  Profi ciency in Intimidate +3, common lan-
  guage
  Level 4 Changes:
  •	
  Damage Immunity to Fire
  •	
  Hp 35, hit die 4d8
  •	
  Strength 19, Constitution 17
  •	
  Profi ciency with gaming set (dice) background 
  feature Soldier: Military Rank
  The following pages have been designed in a more print friendly format for easy distribution to your players.
  
  21
  “The Rogue” 
   1st level Green Dragon, charlatan background
  Small, dragon (green), lawful evil
  Armor Class 18
  Hit Points 7 (1d6+1)
  Speed 25 ft., fl y 50 ft., swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 14 (+2)
  Saving Throws Dex +4, Con +3, Wis +3, Cha +4
  Skills Perception +3, Stealth +6
  Damage Resistance poison
  Senses Passive Perception 13, Blindsight 5 ft., 
  Darkvision 30 ft.
  Languages Draconic
  Amphibious. Can breathe air and water.
  Draconic Feat (Serpent’s Prowess). Double profi cien-
  cy bonus for one skill (Stealth) already included in 
  statistics.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 6 (1d8+1) piercing damage plus 1d4 poison 
  damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 5 (1d6+1) slashing damage.
  Poison Breath Weapon (1/long rest). 10 ft. cone, DC 10 
  Constitution Saving Throw 7 (2d6) poison damage
  Level 2 Changes:
  •	
  Draconic Feat (Flyby Attack) – if making a 
  melee attack against a creature while in fl ight, 
  you don’t provoke opportunity attacks from 
  that creature for the rest of the turn, whether 
  you hit or not.
  •	
  HP 12, Hit Die 2d6
  •	
  Breath Weapon may now be used 1/short rest, 
  unfortunately, low Constitution limits to a 
  maximum number of uses to be 1/day.
  •	
  Poison Breath Weapon 3d6 poison damage
  •	
  Profi ciency in deception +4
  Level 3 Changes:
  •	
  Iconic Archetype
  •	
  Hp 17, hit die 3d6
  •	
  Draconic Feat (Perceptiveness) – advantage 
  on all perception checks. Blindsight and dark-
  vision range are doubled.
  •	
  Profi ciency in sleight of hand + 4, common 
  language
  Level 4 Changes:
  •	
  Damage Immunity to Poison
  •	
  Hp 22, hit die 4d6
  •	
  Strength 13, Consti tuti on 13
  •	
  Profi ciency with gaming set (cards), feature 
  Charlatan (false identi ty)
  
  22
  “The Wizard” 
  1st level Blue Dragon, sage background
  Small, dragon (blue), lawful neutral
  Armor Class 16
  Hit Points 8 (1d6+2)
  Speed 25 ft., burrow 10 ft., fl y 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 10 (+0)
  Saving Throws Dex +2, Con +4, Wis +3, Cha +2
  Skills Perception +3, Stealth +2
  Damage Resistance lightning
  Senses passive Perception 13, Blindsight 5 ft., Darkvi-
  sion 30 ft.
  Languages Draconic
  Draconic Feat (Ruinous Breath). Increased breath 
  weapon damage already included in statistics.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one tar-
  get. Hit: 7 (1d8+2) piercing damage plus 1d4 electricity 
  damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 6 (1d6+2) slashing damage.
  Lightning Breath Weapon (1/long rest). 15 ft. line, DC 
  10 Dexterity Saving Throw 9 (2d8) lightning damage.
  Level 2 Changes:
  •	
  Draconic Feat (Gushing Breath) – Lightning 
  Breath Weapon Range Doubled (30 ft.)
  •	
  HP 14, Hit Die 2d6
  •	
  Breath Weapon may now be used 1/short rest 
  (max 2 /day)
  •	
  Lightning Breath Weapon 3d8 lightning dam-
  age
  •	
  Profi ciency in arcana +4
  Level 3 Changes:
  •	
  Arcane Archetype (wizard)
  •	
  Hp 20, hit die 3d6
  •	
  Spellcasting. Spellcasting ability is Intelligence 
  (spell save DC 12; +4 to hit with spell attacks). 
  Has the following wizard spells prepared:
  o Cantrips (at will): light, mage hand, 
  ray of frost
  o 1st level (2 slots): color spray, grease, 
  magic missile
  •	
  Profi ciency in history +4, common language
  Level 4 Changes:
  •	
  Damage Immunity to lightning
  •	
  Hp 26, hit die 4d6
  •	
  Strength 15, Constitution 15
  •	
  Spellcasting
  o 1st level (3 slots): color spray, grease, 
  magic missile, unseen servant
  •	
  Profi ciency in goblin language, sage – re-
  searcher feature
  
  23
  “The Bard” 
  1st level Copper Dragon, entertainer background
  Small, dragon (copper), chaotic good
  Armor Class 17
  Hit Points 8 (1d6+2)
  Speed 25 ft., climb 25 ft., fl y 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 12 (+1) 14 (+2) 14 (+2) 8 (-1) 
  15 (+2)
  Saving Throws Dex +3, Con +4, Wis +1, Cha +4
  Skills Perception +1, Stealth +3
  Damage Resistance acid
  Senses passive Perception 11, Blindsight 5 ft., Darkvi-
  sion 30 ft.
  Languages Draconic
  Draconic Feat (Slowing Breath). New breath weapon 
  attack already included in statistics.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 6 (1d8+1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 4 (1d6+1) slashing damage.
  Breath Weapon (1/long rest): May use one of the fol-
  lowing breath weapons.
  •	
  Acid Breath. 15 ft. line, DC 10 Dexterity Saving 
  Throw 7 (2d6) acid damage.
  •	
  Slowing Breath. 10 ft. cone, DC 10 Constitu-
  tion Saving Throw. On a failed save, the crea-
  ture can’t use reactions, its speed is halved, 
  and it can’t make more than one attack on its 
  turn. In addition, the creature can use either 
  an action or a bonus action on its turn, but 
  not both. These eff ects last 1 minute. The 
  creature can repeat the saving throw at the 
  end of each of its turns, ending the eff ect on 
  itself with a successful save.
  Level 2 Changes:
  •	
  Draconic Feat (Writhing Form) – AC +2 (19)
  •	
  HP 14, Hit Die 2d6
  •	
  Breath Weapon may now be used 1/short rest 
  (max 2 /day)
  •	
  Acid Breath Weapon 3d6 acid damage
  •	
  Profi ciency in Perform +4
  Level 3 Changes:
  •	
  Arcane Archetype (bard)
  •	
  Hp 20, hit die 3d6
  •	
  Spellcasting. Spellcasting ability is Intelligence 
  (spell save DC 12; +4 to hit with spell attacks). 
  Has the following bard spells prepared:
  o Cantrips (at will): mage hand, minor 
  illusion, vicious mockery
  o 1st level (2 slots): charm person, 
  faerie fi re, healing word
  •	
  Profi ciency in Acrobatics +3, common lan-
  guage
  Level 4 Changes:
  •	
  Damage Immunity to acid
  •	
  Hp 26, hit die 4d6
  •	
  Strength 13, Constitution 15
  •	
  Spellcasting
  o 1st level (3 slots): charm person, faerie 
  fi re, healing word, silent image
  •	
  Profi ciency musical instrument (drum), enter-
  tainer – by popular demand feature
  
  24
  “The Cleric” 
  1st level Bronze Dragon, acolyte background
  Small, dragon (bronze), neutral good
  Armor Class 16
  Hit Points 8 (1d6+2)
  Speed 25 ft., fl y 50 ft., swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
  Saving Throws Dex +2, Con +4, Wis +5, Cha +4
  Skills Perception +5, Stealth +2
  Damage Resistance lightning
  Senses passive Perception 15, Blindsight 5 ft., Darkvi-
  sion 30 ft.
  Languages Draconic
  Amphibious. Can breathe air and water.
  Draconic Feat (Draconic Cunning). Increased ability 
  scores already included in statistics.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 7 (1d8+2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 5 (1d6+2) slashing damage.
  Lightning Breath Weapon (1/long rest). 15 ft. line, DC 
  10 Dexterity Saving Throw 7 (2d6) lightning damage.
  Level 2 Changes:
  •	
  Draconic Feat (Forceful Breath Weapon). 
  Gain Repulsion Breath Weapon attack. You 
  exhale a 10 ft. cone of repulsive magic. Each 
  creature in the area of eff ect must succeed on 
  a Strength saving throw. On a failed save, the 
  creature is pushed 15 ft. away from you. 
  •	
  HP 14, Hit Die 2d6
  •	
  Breath Weapon may now be used 1/short rest 
  (max 2 /day)
  •	
  Lightning Breath Weapon 3d6 lightning dam-
  age
  •	
  Profi ciency insight +5
  Level 3 Changes:
  •	
  Divine Archetype 
  •	
  Hp 20, hit die 3d6
  •	
  Spellcasting. Spellcasting ability is Wisdom 
  (spell save DC 13; +5 to hit with spell attacks). 
  Has the following cleric spells prepared:
  o Cantrips (at will): guidance, sacred 
  fl ame, spare the dying
  o 1st level (2 slots): bless, cure wounds, 
  protection from evil and good
  •	
  Channel Divinity – Turn Undead 1/short rest, 
  DC 13
  •	
  Lay on Hands – 5 hp
  •	
  Profi ciency religion +2, common language
  Level 4 Changes:
  •	
  Damage Immunity to acid
  •	
  Hp 26, hit die 4d6
  •	
  Strength 15, Constitution 15
  •	
  Spellcasting
  o 1st level (3 slots): bless, cure wounds, 
  guiding bolt, protection from evil and 
  good
  •	
  Profi ciency in elvish language, acolyte shelter 
  of the faithful background.
  
  25
  
  26
  The Lost Journal
  Written by Mathew Booth
  This document was recovered off the coast of Xen’drik during 
  an exploratory survey of that continent’s northern coastline. 
  The unknown author must have used waterproof inks and 
  paper for the surviving entries to be so legible. Unfortunate-
  ly, damage has occurred in various places, likely due to the 
  ocean creatures trying to eat the leather binding. This re-
  mains our most detailed source for information of the dragon 
  continent, though there is no way of confirming its authen-
  ticity. - Professor Harrin Gyranix Sollarianimun, Library of 
  Korranberg
  Far, 13 Nymm 844YK
  I have succeeded in entering Bronze Bay, just south and 
  west of the barbarian-swarmed Totem Beach. By coming 
  in on a raft and disguised by a specially-prepared cloak, I 
  am the first recorded Khorvairan to penetrate the defens-
  es of this land. Before me, the beach that heralds the start 
  of my long trek to the fabled city of Io’lokar, and its wealth 
  of knowledge, peoples, and wealth.
  In my approach, I witnessed what must be one of the 
  powerful magics that await me within this land; a sea 
  storm making landfall to the west was stopped, as if by a 
  pane of glass, and slowly turned aside to cross my path. 
  I feel the first rain falling as I write. Soon I shall have to 
  stow my quill and hope the waves blow me towards the 
  beach. Olladra’s luck and Devourer’s gaze pass me by.
  Sul, 15 Nymm 844YK
  The storm has passed, and I am safely ashore. My feet 
  are the first to touch Argonessen soil among all my peers, 
  and they said it was impossible. If only there were some 
  way I could mark this spot for eternity, so that it may be 
  acknowledged by future scholars as it should be. Pity that 
  I must merely commemorate this location in my own 
  memory. The first expedition into the heart of Argonessen 
  begins here.
  Yet my progress is blocked by cliffs on all sides. Were it 
  that I was granted the money I requested, I would no 
  doubt have some person skilled with this art to scale this 
  obstacle and lower to me a rope. Nevertheless, the Han-
  nerilim persistence will not be defeated here. I will find a 
  path — Olladra’s luck to me.
   
  Wir, 18 Nymm 844YK
  I lay bruised and bloody here as I write, my fingers aching 
  to hold the quill after such an ordeal, but I have suc-
  ceeded. The forest before me hides a mountain I only 
  glimpsed coming in. Surely a place of such magnificence 
  gazing out to sea should be the site of Io’lokas. I enter 
  this forest now, its trees towering beyond those seen 
  elsewhere, to discover the nature of that mountain and 
  declare my name; Wrilltan Hannerlim; upon its peak. 
  Olladra’s luck and Balinor guide me.
  (Pages are missing here. By the jagged nature of the remain-
  ing scraps, it appears to have been a violent encounter that 
  lost these. Blackened markings, not of ink, are visible.)
  
  27
  Mol, 23 Nymm 844YK
  By calling on infinite stores of fortitude and wisdom, 
  I have found myself free of that abominable nursery. 
  My prize is not an egg or wyrmling as I hoped, merely 
  fragments of shell. Some fine scholars would claim that 
  they bear no proof of having belonged to a dragon, but I 
  myself can clearly see the shine that resembles the scales 
  the barbarians wear proudly. Yet they hound me from the 
  sky for even this small evidence. How must I document 
  my journey if not with such items?
  Still, I have learned one thing. The dragons are not alone 
  on this continent. Versions of the Q’barran lizardfolk slav-
  ishly serve their masters here, resembling their nobility 
  only in the slightest. They are too large for kobolds and 
  lack tails. If I have the chance to overcome one, I must 
  take it prisoner and interrogate its secrets.
  (Pages are once again missing. Only the words, “magnificent 
  temple” remain of the entries written here)
  Mol, Lharvion 2, 944YK
  Last few days have been spent observing the mountain 
  around the entryway. It is largely unremarkable, but 
  wouldn’t that be precisely what the walls of Io’lokas must 
  be? To avoid the sight of dragons, they clearly must have 
  enchanted their city’s defenses, and the magnificent 
  columns must only be visible to humanoids. I have seen 
  a tribe of goblins entering and leaving. Surely, these must 
  be the guardians of the gate, their drab clothing meant to 
  conceal them against the terrain.
  I go in tonight. Io’lokas’ secrets will not be hidden from 
  me, from the world, for much longer. I will be known as 
  the discoverer of the mythical city, and my colleagues will 
  be forced to recant their words. I, Wrilltan Hannerlim, will 
  be famous until there is no soul left to speak my name!
  
  28
  Wir, Lharvio
  The text ends here. Near the end of the book, a message is hastily scribbled in an archaic form of Dar, the goblin language. 
  Only recently was it translated. A transcript follows. The text has been edited for legibility.
  “This is a message to (word untranslatable. Assumed to mean ‘fellows’) I know are out there past the (expletive) walls. I am 
  Chak, and my tribe is forced by (word untranslatable. Closest approximate term is ‘golden terror’) to serve. My (fellows) can’t 
  think of freedom. I take this from the body of the (word unknown. Assumed to refer to the writer of previous sections) to send 
  the message back to where it came from. I beg for help. May your lord be kinder than mine and make us free.”
  Finally, the words “dawn” and “wing” were found on a scrap of paper which had been lodged into the spine. The significance 
  of these words is unknown.
  (Discover more about Dawnwing and the enslaved goblins in Dragons of Eberron, available on the DM’s Guild.)
  
  29
  
  30
  Draconic Prophecy
  Written and designed by Jeremiah McCoy
  Draconic prophecy is one of the most mysterious as-
  pects of Eberron. What is it? Where did it come from? 
  The nature of prophecy is to be strange. It is often only 
  understood after the fact. Using it in your game can be 
  daunting. There is a fear that you might be “doing it 
  wrong” or you might step on some canonical land mine 
  you were unaware of. Don’t worry. We can help. 
  The History of the Prophecy
  The nature of the Draconic Prophecy is said to be the 
  record of things yet to come. It was discovered in the 
  early ages of the world when dragons were shackled and 
  bound by fiends called Overlords. A couatl named Hez-
  calipa and a blue dragon named Ourelonastrix found 
  patterns in the stars. What are the mysterious symbols 
  on in the sky and on the stones? They began collecting 
  these symbols. Eventually, the two of them realized the 
  meaning. It was a map of fate.  With this map, the Drag-
  ons could escape. 
  Ourelonastrix learned enough that he could use that 
  wisdom to defeat the immortal Overlord but at a terrible 
  cost. The couatls, led by Hezcalipa, managed the ban-
  ish the Overlords from the world by sacrificing them-
  selves. Almost the entire race was wiped out in that act. 
  Did they know their race would be wiped out? Did the 
  dragons? Much speculation has come and gone over the 
  millennia. 
  Since then, Dragons have studied the prophecy. Thou-
  sands of years have been spent scouring the world for 
  mysterious symbols, new astrological arrangements and 
  the like. Any further sign is cataloged and translated. 
  This prophecy has profoundly influenced the course of 
  Dragon history. Dragons being dragons, that influence 
  stretched well beyond Argonnessen.
  Four thousand years ago, so relatively recently by dragon 
  standards, the Chamber was founded. The Chamber is a 
  loose collection of dragons who interfere with the world 
  outside Argonnessen based on their understanding of 
  the Prophecy.  Much of the Draconic Prophecy’s tap-
  estry is found outside the dragon nation. The members 
  seek out new pieces or use the prophecy to guide the 
  younger races. They are not selfless in that guidance, 
  and it does not end well for those younger races. They 
  are also not monolithic. Different members and factions 
  have different interpretations, different goals. They are 
  also not the only ones using the Prophecy to influence 
  the other races. 
  The Lords of Dust have strived against Dragons since 
  the fall of the Age of Demons. They use the same signs 
  and portents. Rakshasa and other fiends learned to 
  respect the same prophecy the dragons do. For 10,000 
  years the Lords of Dust have sought ways to return the 
  fiendish Overlords to the world. How much suffering 
  have the Rakshasas inflicted using the Prophecy? Even 
  the dragons don’t know for sure. 
  It is a relatively recent occurrence that mortals began 
  exhibiting Dragonmarks. Dragonmarks are written in 
  the language of the Draconic Prophecy. Those who 
  have been studying the prophecy for longer than any 
  civilization, be they infernal or draconic, found this to 
  be worthy of study. These new pieces to the Draconic 
  Prophecy change things.  
  The heads of the Dragonmarked houses are aware they 
  are under scrutiny. The Dragons of the Chamber have 
  been noticed. This is not known by the rank and file, but 
  the constant meddling or observation by vastly ancient 
  and powerful beings can be cause for concern. This has 
  caused many of the houses to begin their own investiga-
  tions into the Prophecy, and what their place may be in 
  it.
  
  31
  Uncertainty
  A common idea among the dragons is that the Draconic 
  Prophecy is the result of the collective wisdom of the 
  Progenitor Dragons, Siberys and Eberron. This idea 
  holds that their plans for the world are written on their 
  creation. Understanding the Prophecy is under is a step 
  closer to understanding the Progenitors.  
  Another notion holds that the Prophecy is actually the 
  result of the conflict between Khyber and Eberron. This 
  idea holds that the conflict manifests as the competing 
  desires for their creation. The Draconic Prophecy would 
  then describe not one but two possible futures. 
  Still, another theory holds that Prophecy is a part of the 
  fabric of magic in the world. This describes the Dracon-
  ic Prophecy like a code underlying all magic. Translating 
  it leads to understanding the magical flow of the world. 
  This is supported by the fact that Dragons did not truly 
  achieve mastery over magic until after they discovered the 
  Prophecy
  The truth is that the nature of prophecy is still unknown by 
  those who study it. There are of course many who are entire-
  ly convinced their theory is correct, but how can they prove 
  it?
  DM’s, what the truth about the Prophecy is will depend on 
  your game. This is one of the many things that Eberron does 
  not take a canonical stand on. You may decide it is the will of 
  primordial dragons, or the language of magic, or some other 
  thing you come up with on your own. The version in your 
  game is the right answer. Maybe the PC’s will come up with 
  their own theory, and you like it better? Go with that. If you 
  and your players are having fun with the mystery, then that is 
  the right answer. 
  The Signs Align
  So, DM’s will ask, “that is all well and good, but how 
  do I use the Prophecy in my game?” The answer to that 
  varies but think of the Draconic Prophecy as a univer-
  sal plot tool. It is a swiss army knife of plot devices. 
  Do you need to plant an interest in saving a king? Have 
  the Prophecy warn of the fall of a king. Do you have 
  an enemy you want to foreshadow? Have the prophecy 
  mention a shadow storm on the horizon. It says what 
  the plot demands that it means. 
  The in-world explanation says the Draconic Prophecy is 
  an indecipherable collection of arcane symbols, astro-
  logical arrangements, and seemingly coincidental events. 
  Translating these things can take years just to understand 
  a tiny piece of a pattern. What is more, the Prophecy 
  often is a series of warnings. They warn of events that, 
  if they happen, will lead to other events. It is a series of 
  signs rather than a single “this is what happens” state-
  ment. Dragons have spent thousands of years studying 
  the Draconic Prophecy, and even they don’t know it all 
  for sure. 
  When providing a piece of the Prophecy to the PC’s you 
  can you use a few methods. 
  An ancient text: It is not just the Dragons who have 
  studied the Draconic Prophecy. Many a scholar, sage, 
  and mad prophet has tried to understand its nature. The 
  PC’s find a worn old text which speaks in cryptic phrases 
  about events which lead to other events. Sometimes it is 
  an ancient spell shard or written on some temple walls. 
  The PC’s should be allowed to realize it is a piece of the 
  Draconic Prophecy. “Who wrote it?” might be a vital 
  question to answer.
  A convenient prophet: Dragons have been known 
  to wander the world looking for signs of the Prophe-
  cy.  They will often do this disguised so you may not 
  know you are talking to someone who has studied the 
  prophecy for longer than the lifespan of human civili-
  zation. They are not the only ones. The Lords of Dust 
  also wander the world in disguise. They are very aware 
  of the Prophecy and will often use that knowledge to in-
  fluence things to suit their goals. There are ancient elves 
  who have studied the Prophecy or simply madmen gift-
  ed/cursed with a burst of understanding. Each prophet 
  has their own interpretations, goals, and perils. 
  
  32
  What is the theme?
  A key point when using a Draconic Prophecy is know-
  ing what theme you want to use important. Prophecies 
  usually fall into a few topics. Selecting one will tell you 
  how you want to use the prediction.  
  Destiny
  Destiny is a tricky thing. People often don’t know their 
  future until they reach it. Others will uncover their fate 
  and, by learning it, it becomes a self-fulfilling prophecy. 
  It can be tricky.  That said, it can also give a powerful 
  motivation to PCs. Telling them that there is a destiny 
  they are involved in makes them unique. Introducing 
  them to the idea that they are destined for a terrible end 
  can give them a sense of tragedy. It can be used as a 
  mechanism for controlling a group, but you should resist 
  using it that way too much. No one enjoys feeling like 
  they have no control. Don’t do that. 
  Manipulation
  Many of the beings who know the Draconic Prophecy 
  well use it to manipulate the world. The Prophecy can 
  be seen as a big series of if/then statements. If  the thorn 
  pricks the son of  thunder, then the horde will ride to war. Most 
  people will not understand those words, but the peo-
  ple who do can begin or prevent a war. Knowing these 
  secrets can let someone influence, maybe even control 
  events. The PC’s can be in that position if you allow 
  them. They can also be in a position to oppose those 
  manipulations. It becomes about control and power at 
  that point. 
  Mystery
  The truth of the Draconic Prophecy’s origin and pur-
  pose is a question hotly debated by sages. It is more than 
  just a series of omens. The Dragonmarks are part of it, 
  and they grant power. Symbols of the prophecy have 
  been used to power ancient artifacts and arcane ma-
  chinery. There is something old and compelling to the 
  Prophecy. Finding out the nature of the Prophecy can 
  be a goal. Is it the language of magic? Is it warnings sent 
  from the future by arcane means? Does it have anything 
  to the with the disaster that created the Mournland? Let 
  your PC’s search for answers to these questions. I would 
  advise not answering too quickly. Make it a quest worth 
  following. 
  Examples:
  Here is an example piece of Draconic Prophecy verse. 
  Sand will smother the flame. If the winds come from the west, the 
  flame will never burn again. 
  The Bone King will ride to war when his true heart reaches the gi-
  ant’s throne. Beware the Bone King’s wrath. It will create its bane, 
  and the farmer will know its name.
  Tiamat’s Talons will find the stone from which the key to her prison 
  must be hewn. Only the farmer’s blade may carve it free. 
  This bit of prophecy is seeming disconnected, but this 
  is what a small part fo the policy might look like, and 
  it covers a range of subjects. The verse is cryptic and 
  will only make sense with more information. What is 
  the sand that smothers a flame? Is it someone from a 
  desert?  Is it some elemental? The flame the Prophecy 
  speaks of, is that literal? Is that the Silver Flame? 
  Assume a dragon has been watching the Dragonmarks 
  for more clues. The dragon could decide, based at look-
  ing at someone’s aberrant Dragonmark, that the sand, in 
  this case, is a specific time. He knows the flame in this 
  passage is the Silver Flame. He could tell the PC’s that 
  the time is when the stars alignment matches the Drag-
  onmark, an alignment that is coming soon. Now all they 
  have to do is figure out what the “winds come from the 
  west” means.
  Following the verses could lead the PC’s to stop King 
  Kius from going to war, or a long Dead Lich from rising 
  and wreaking havoc. Do they allow the verses in the 
  middle to happen to create a situation where they find 
  the farmer, who later stops the Tiamat cult from releas-
  ing her from her prison? That is the sort of thing that 
  can happen in following the Draconic Prophecy. What 
  sort of theme you are emphasizing determines how 
  you might reveal that. You might have the PC’s discover 
  the Lords of Dust are using this passage to manipulate 
  events so they can free Tiamat. Alternatively, you could 
  have the PC’s discover they are the “farmer,” or the 
  “wind.” This revelation would frame them as having a 
  destiny, important to the world. The symbols are not 
  often literal, and some metaphor is at work. The point 
  is, the DM has a lot of options in how to present this bit 
  of Prophecy and the way it is presented will affect the 
  theme and how the PC’s perceive it. 
  
  33
  School of Draconic Prophecy 
  The study of Draconic Prophecy can be seen as a fool’s 
  pursuit. Many learned scholars would say so. Those who are 
  interested often find the prophecy to be obscure and any 
  truth in it is obfuscated. That said, the dragons and fiends 
  are not the only races to study the Draconic Prophecy. A few 
  wizards managed to push through those obstacles. There is 
  a faction of elves who have made progress. Their long lives 
  and society make that more feasible, but the other races have 
  studied it as well. Younger races often have moments of 
  insight and inspiration. Prophets come and go. A few wizards 
  begin to understand what Dragons might see in the obscure, 
  arcane script. Their understanding of magic is changed in the 
  process. 
   
  Divination Devotee 
  Beginning when you select this school at 2nd level, each time 
  you gain a wizard level, you can add an additional divination 
  wizard spells to your spellbook for free. These spells must be 
  of a level for which you have spell slots. 
   
  The Language of  Prophecy 
  If the caster does not already speak it, they gain Draconic 
  as a language. They also may cast Comprehend Languages 
  without expending a spell slot up to three times. This ability is 
  refreshed after a long rest.  
   
  Prophetic text 
  Starting at 2nd level when you choose this school, you begin 
  to record draconic prophecy in your spellbook. After studying 
  your spellbook during a long rest, you gain the ability to grant 
  the ability to allow someone to reroll an initiative check. This 
  can only be done once per initiative phase.  
   
  Prophetic Spell Shaping 
  Beginning at 6th level, your understanding of Draconic script 
  and the Prophecy slips into your spellcasting. When you 
  cast a damaging spell, you may expend an extra spell slot of 
  that spells level or greater. If you do, the spell’s damage type 
  automatically changes to a type the target is more vulnera-
  ble to. If the target has a Vulnerability, then it becomes that 
  damage type. If not, if the target has Damage Resistance or 
  Immunity, the spell will change to a type not covered by those 
  Immunities or Resistances.  
   
  The Prophecy Guides 
  Starting at 10th level, your understanding of the Prophecy 
  helps guide you through the world. You gain advantage on 
  Wisdom (Perception) checks. Also, you gain advantage on any 
  save up to three times per long rest or you can, as a reaction, 
  grant that advantage to an ally once per long rest.  
   
  The Seeing the Prophecy  
  Starting at 14th level, the shape of the Prophecy is made 
  clearer to you. You can sense its presence. As a result, pieces 
  of it shine for you. After a minute of concentration, you can 
  sense Dragonmarks within 30 feet of you. You know the lo-
  cation, and which mark it is. This does include aberrant marks 
  and the ability senses through any sort of illusion, though it 
  does not stop the illusion. For example, you may detect an 
  invisible person’s Dragonmark, but they still are invisible and 
  have all the advantages provided by that.  
  
  34
  
  35
  Tricks and Traps for Twisted Dungeons
  Written and designed by Zachary Pickett
  Ever since the beginning of Dungeons and Dragons, 
  players and characters alike have had to grapple with 
  the traps and trickery which filled the dungeons we so 
  love. From the minds of people like Gary Gygax and 
  characters like Grimtooth the Troll, we have been given 
  a whole slew of death rooms, exploding idols, and other 
  horrors which we, as dungeon masters, have perused 
  in our unending search for challenges and pitfalls with 
  which to fill our hours of running.
  In this article, I am sharing just a small portion of my 
  accumulated ideas in regards to tricking and trapping 
  dungeons and other portions of one’s campaign. As a 
  tremendous fan of dungeons, it often saddens me to 
  think that the proud tradition of dungeon crawling is 
  falling out of favor. In order to fight off such thoughts, 
  I have delved head first into the tremendous history of 
  dungeons from all editions of this game.
  There is no singular piece of literature which could 
  completely cover the infinite complexities of dungeon 
  design, the sky is the limit (past it, even). What I am of-
  fering is a series of ideas, suggestions, and fully function 
  pieces with which to build a better, more treacherous, 
  dungeon.
  Tricks
  “What do you mean ‘my armor turns to rubber’?” – confused 
  player
  The 5th edition Dungeon Master’s Guide mentions 
  tricks in a single paragraph on pg. 297, buried amongst 
  the charts of dungeon creation. They describe them as 
  being weird things less dangerous than traps. This is true 
  but dissatisfying, as is the effort put forth to capture 
  how important these things can be to the flavor of a 
  dungeon! They aren’t even mentioned in the Index for 
  Kord’s sake!
  Tricks are the little weird things which are added to a 
  dungeon to give players and characters something to 
  look forward to that isn’t a trap, combat, or the fifti-
  eth-word search in a row. They are pieces which grab 
  interest and do something interesting or cause the party 
  to make decisions they wouldn’t usually make.
  How about I use a magical fountain as an example; its 
  water has any number of unpredictable magical powers. 
  Perhaps it freezes a person’s head in a block of ice, gives 
  the barbarian a large nose, or changes your armor into 
  rubber for a while? This is a trick because it’s placed 
  in the dungeon to break the monotony and pique the 
  interest of the slowly tuning out players, it is not aimed 
  at their complete and utter annihilation.
  Hundreds of examples can be drawn from dungeons of 
  the past: 
  • 
  Fountains which spew forth alchemist’s fire once a 
  day
  • 
  Magical idols which perpetually flee the party
  • 
  Golden skulls which follow characters, whining 
  constantly
  • 
  Crystal rods which swap people’s souls
  • 
  Forbidden altars whose rites can be completed for 
  an unknown “reward.”
  To describe every possible trick would be an exercise in 
  futility, as I would run out of time, space, and patience. 
  Instead, I have chosen a few categories which should 
  provide a good idea of what a “Trick” can be. These 
  are illusions, oddly placed treasures, and strange room 
  effects.
  Using Illusions
  Illusion is an underrated school of magic which is 
  incredibly useful when it comes to tricking and trapping 
  up a dungeon, stronghold, or even a home. They can 
  even trick the standard forms of detection. The illusion 
  spells within the player’s handbook are a good starting 
  point when getting ideas for using illusions in dungeons, 
  but don’t limit yourself with those! You are the DM, not 
  the book.
  Let’s start with a rough overview of the stages of illuso-
  ry power and complexity.
  
  36
  Lesser Illusions
  Lesser illusions are limited to creating sound or mak-
  ing images. Such illusions cannot make light, smell, or 
  stimulate the other senses. The lack of these can prompt 
  an individual to attempt an investigation check to 
  disbelieve. Physical interaction with lesser illusions also 
  reveals them to be illusory. 
  Lesser illusions are probably the first illusions the party 
  will encounter. These are the bread and butter of trick-
  ery, be sure not to forget about them! A minor illusion of 
  a man’s scream can trick a fighter of almost any level.
  Intermediary Illusions
  Intermediary illusions have greater possibilities as they 
  can create a greater range of sounds as well as smells 
  and temperatures. These illusions can vary their sounds. 
  One so made can carry on a conversation; though, to 
  do so, the caster or another designated creature must be 
  nearby to direct such activity. These added effects are 
  unable to reach harmful levels but often prove realistic 
  enough not to prompt a check to disbelieve. As with 
  lesser illusion, these illusions are revealed by physical 
  interaction. A small subset of these illusions can deal 
  damage or influence the emotions of creatures. Emo-
  tions typically made are simple at best, such as fear, and 
  lack the controlling nature which enchantment magic 
  has. This is not to say that enchantment magic can’t be 
  added to the desired effect.
  Intermediary illusions come into play around the third 
  level. The party will likely deal with an annoying trick-
  ster who will approach them in the guise of a merchant, 
  swindle them of coin or information, then slip away 
  while invisible. These are the main course of the illusion 
  world, and a hearty meal for most dungeon crafters with 
  any sort of budget.
  Greater Illusions
  Greater illusions cross the threshold of creating tactile 
  sensations as well as causing damage. Illusions of this 
  complexity can carry out detailed scripts which can be 
  programmed to respond to a set array of triggers. A 
  greater illusion might be able to answer questions to a 
  certain extent, drawing on the knowledge it was des-
  ignated by its caster. Objects created by this level of 
  illusion can be very real, insomuch that a sword made in 
  this way deals real damage. Mind effects become truly 
  deadly at this point of illusory power as well. Powerful 
  images and hallucinations can trigger madness and sei-
  zure, in addition to fear and mental pain. 
  At this point, determining what is an illusion and what 
  is real relies upon what the illusion is. An illusory ba-
  lor’s flames may cause pain but attacking it will show 
  it to be an illusion. Disbelieving a “benign” illusion or 
  successfully saving throw for an “aggressive” illusion 
  shows it to be illusory and sometimes frees the subject 
  from continuous effects the illusion is causing. This does 
  not heal them of damage caused or remove any mental 
  disturbance which has taken hold; those are still very 
  much real. Physical interaction with creatures and envi-
  ronments made with these illusions reveal their nature, 
  but objects made by this powerful illusion have attained 
  a form of reality.
  Greater illusions start to tread in the realm of plot and 
  major skullduggery. Groups are less likely to encoun-
  ter these forms of illusion unless someone has a larger 
  budget and access to a skilled illusionist or are a skilled 
  illusionist. At this point, a DM can get away with high-
  way robbery on some of the most observant parties. 
  That holy avenger you rolled on a chart by accident? 
  A thoughtful lich slips in under the guise of a trusted 
  companion and replaces it with an illusory replica which 
  he also shrouds to detect as a holy avenger. The paladin 
  wouldn’t know (until he goes to make use of the sword), 
  even if he was in the habit of using his Divine Sense at 
  the oddest times.
  Masterful Illusions
  Masterful illusions are truly the most dangerous of 
  illusions. These illusions can create “real” structures, 
  deal damage in huge swaths, and cause illusory creatures 
  to act and be as if they were real. Such creatures are by 
  no means perfect copies. Their creation is time-consum-
  ing and expensive, and the result is a less sturdy being 
  unable to heal, regain, or increase its power. Neverthe-
  less, a dragon made by a masterful illusion still has claws 
  like steel and ruinous breath. Masterful illusions can 
  alter landscapes in dramatic ways, making labyrinths, 
  flattening hills, bridging chasms, creating whole forests 
  and even more! A dungeon could, in fact, lie beneath a 
  thin layer of such a mirage and an army seeking it could 
  tread across the illusion searching for it for days without 
  any luck. At this point, almost all illusory effects cannot 
  
  37
  be seen through except by those possessing true sight, 
  and even then, the illusion still poses an obstacle.
  Masterful illusions have a tremendous effect on worlds 
  and are only available to the fabulously wealthy or the 
  most powerful of casters. The king of the greatest king-
  dom could be an illusory copy of himself, and under the 
  complete control of the wicked sorcerer, his kingdom 
  is at war with. The queen would never know. In fact, he 
  might not even know that he was a creation of magic, 
  fully believing that he is the true king of the realm.
  Layers of Deception
  Illusory effects of all sorts still can be detected as mag-
  ical, their entire purpose foiled at the hands of a simple 
  spell. Illusionists have fortunately developed a counter 
  to this strategy. Illusion spells have been developed 
  which can mask or create the presence of magic, mon-
  sters, and even races! Use that trick next time the party is 
  in a treasury and want to make a quick grab. They might 
  think they are walking away with a powerful artifact, only 
  to realize soon that the severed hand they grabbed is just 
  as useless as their magical detection! 
  Nystul’s magic aura is a trickster’s best friend.
  Putting on Your False Clothes
  There is an infinite number of uses for illusory magic 
  in dungeons. Make those seams which indicate pit traps 
  look like the normal floor. Got a swinging pendulum 
  blade of doom? Make it invisible and make an illusion to 
  hide its home as well! Cause an entire room to be blurry 
  and watch the party puke themselves like drunkards 
  at the tavern while grimlocks club them over the back 
  of the head without a problem! Hide a line of archers 
  behind an illusory wall, or make a room look bigger or 
  smaller than it really is. Make them question reality.
  Does your fiend themed dungeon have a problem with 
  detect good and evil? Paladins? Shroud some imposter 
  fiends from detection, disguise them as humanoids and 
  throw some actual hostages into the mix! That’s going 
  to leave them paranoid for a while. While you are at it, 
  make the head demon appear to explode at a certain 
  point in the final battle, giving him just enough time 
  to make a clean getaway with his prized relic. After all, 
  there is a demon lord of lies and illusion, and he abso-
  lutely loves a well-played deception.
  Reigning in Reality
  Using illusions too much will lead to frustration and 
  disinterest in the players, so I advise using them only in 
  appropriate situations where an individual could reason-
  ably access the appropriate level of magic. Invisibility and 
  silent image are lower level spells, a kobold sorcerer could 
  still play some quite nasty tricks on the party, especially 
  with an entire warren of master diggers backing them 
  up.
  Strange Treasures in the 
  Strangest Places
  Adventurers will go to crazy lengths to get an extra 
  bag of gold, or something shiny. Is there a large, gilded 
  statue in the middle of an obviously trapped room? The 
  party will sit and scheme for hours as they look it over, 
  or the fighter will say “screw this” and run out, grabbing 
  it, and activating whatever unfortunate experience you 
  had in store. 
  Your Coin is Outdated
  Adventurers are used to looking and interesting objects 
  and then expecting them to be valuable. Where it not 
  for how easy it is to tell the party the exact gold piece 
  value an art piece is worth, we would have tremendous 
  space for trickery and mystery. Perhaps one must have 
  the required proficiency and tools on hand to discov-
  er the worth of a gem, statue, or vase. Maybe a check 
  using that skill and Intelligence will give an estimation of 
  worth? Why do I bring this up? Not everything is visibly 
  valuable or has its price tag still glued onto it from the 
  day it was purchased. And not all coins are created equal, 
  nor accepted globally.
  Strange forms of treasure can really challenge a party’s 
  resourcefulness. This ancient ruin whose age surpass-
  es written history likely doesn’t have the same style of 
  currency that the current kingdom does. Its bits of odd, 
  pyramidal “coinage” would never be accepted by anyone 
  save an avid collector or historian. They would only be 
  worth the material they could be melted down for, and 
  even then, you’d have to have the tools and expertise 
  for that. No, what’s really of value in this ancient ruin 
  is the art pieces and gems! Pieces of exceptional beau-
  ty, age, or craftsmanship are the prime prize of ancient 
  society. Bring them to auction and the party will be able 
  
  38
  to spend some of their potential profit to have an easily 
  accessible pool of buyers. And just think of the drama 
  you could include! 
  We Should Probably Buy Wagons
  Transportation of valuable pieces is now important to 
  the party. Every crack and chip significantly lower the 
  values, so they will think twice before tossing those 
  stone statuettes into a bag for the barbarian to carry. 
  Perhaps a large tapestry is only accessible through a hall-
  way littered with dripping magma. A single drop will set 
  it alight, ruining what it could be worth. Bags of holding 
  are going to be sought out by the party quite soon after 
  they realize how hard treasure transportation really is, 
  don’t give it to them easily or at all if you plan on having 
  interesting situations involving strange treasure. Then 
  again, bags of holding can only hold so much; the party 
  will have to decide for themselves what pieces to place 
  in their safest storage. Getting back to town will also be 
  an adventure in and of itself. The weight of equipment 
  and treasure will slow them down and make them ripe 
  targets for ambush and assault. Teleportation can only 
  handle those who aren’t over-encumber (if you decide 
  such, and I advise that you do). Now the wizard will 
  have to find a new way to move those hundred or so 
  porcelain pots from point A to point B.
  Natural elements become a new type of obstacle. What 
  the party could once easily circumvent is now a risk to 
  their pocketbooks. The risk of a ripped bag while climb-
  ing a cliff should weigh upon everyone’s mind after los-
  ing their first few bags to sharp rocks. Every misstep and 
  risky attempt could cost the party not only hit points 
  and serious injury, but the potential for gold and profit. 
  Let that soak in. You can now place tons of valuables in 
  your dungeons and challenge to party with its transport. 
  Depending on the party’s skill, the journey ahead, their 
  resources, and the mass and style of the treasure, you 
  can whittle down how much money they end up walk-
  ing away with, especially if you make use of an auction 
  house. Soon enough, you’ll have professional looters on 
  your hands and an entirely new way to challenge them.
  That’s a Strange Place for Gold Plating
  “We had blasted our way through hall after hall of min-
  ions and undead, and our wizard was top notch by his 
  performance, I reckon. But what really stopped us in our 
  tracks was the ‘prize’ we were after…”- Dragol Win-
  esteel, Dwarven Battlerager
  Sometimes the prize at the end of the tunnel is a giant 
  gilded golem intent on smashing you into tiny, fist-sized 
  pieces. Other times it’s a horrific scorpion like monstros-
  ity with a giant gem for a stinger. Perhaps that statue 
  hidden behind a waterfall is in fact made of solid sodi-
  um (my thanks to Grimtooth for this gem). 
  When the treasure the party seeks is also part of a 
  dangerous situation, things get interesting. Gold melts 
  at low temperatures, so any structural value the troll’s 
  golden breastplate had is now significantly diminished 
  by the mage’s fireball. Just because many players assume 
  that one’s bag shouldn’t go up in flames after a BLAST 
  OF INTENSE HEAT AND FLAME doesn’t mean 
  that it isn’t fair game for you, the All-Powerful DM, to 
  implement and enforce. Perhaps they will think twice 
  before smashing their mauls into the glass golem whose 
  body is covered in the very intricate instructions on how 
  to disable the ‘end of times, McGuffin.’ Give them a 
  reason to use their imaginations in battle. 
  Puzzling Situations
  Strange rooms come in every shape and size. The variety 
  of effects one could place upon a room are only limit-
  ed by how silly we want to make them. Rooms without 
  gravity; caverns where spells appear as bubbles filled 
  with light; rooms with giant, floating brains whose 
  presence causes the thoughts of one’s mind to wander 
  outside one’s head. Strange rooms can really take you 
  down a rabbit hole, perhaps that’s the best place to find 
  them...
  Such an Odd World
  Why would somebody go to the intense expense of 
  time, effort, and money in the pursuit of strange rooms 
  whose entire purpose is to break the ‘laws of physics’ 
  (in-game physics)? Are they compelled by personal 
  enjoyment? Madness? Obscure purpose? Or is it the 
  whimsy of some otherworldly being that there is a room 
  in this particular dungeon which turns everyone into 
  rabbits? Perhaps they just enjoy making people expe-
  rience the same sort of trauma that ‘Watership Down’ 
  caused them in the past.
  Whatever sort of strange room you wish to include 
  in the Lich King’s underground stronghold of terror, 
  death, and minor inconveniences, there is always a 
  reason. And sometimes that reason is “This is a game, 
  
  39
  don’t get caught up on this weirdness.” I understand that 
  some people enjoy immersion, but they often accept the 
  fact that magic exists while, at the same time, getting 
  up in arms about the hopscotch, death ball court in the 
  ogre den. Dungeons & Dragons has always had room 
  for whimsy, and trick rooms are where whimsy can really 
  shine. 
  Oche’s Cave of Confusion
  This trick can be placed in any sort of very spacious 
  room or closed area where echoes are bound to happen. 
  While within this room, individuals cannot hear their 
  own speech or that of others. In fact, the only speech 
  they will hear are strange distorted voices whose words 
  are intelligible. These voices seem to only speak from 
  the darkness soon after a creature attempts to speak.
  What is happening in this room is simply explained. 
  Creatures can only hear the echoes of speech. The 
  echoes are their voices, just reversed and changed to 
  sound otherworldly.
  One can come to the realization that this is so after 
  spending time messing with words in the room and suc-
  ceeding on a DC 15 Wisdom (Insight) check.
  Understandably, this makes conversation and spell cast-
  ing difficult. An Intelligence check is required to cast a 
  spell with a verbal component successfully. The DC is 
  10 + the spell’s unmodified level. On a failed check, the 
  spell is not cast or expended. Every subsequent casting 
  attempt of the same spell decreases the DC by 1 to a 
  maximum decrease of 5. On a failure by 10 or more, the 
  spell is cast, but it goes awry. Its intended effect does not 
  happen, and a completely different effect is produced 
  which is not under control. Perhaps one should roll on 
  the wild magic table when this happens (with added, 
  detrimental effects).
  This room is a great place for a verbal riddle puzzle. It 
  is also highly advantageous for mass combat where the 
  enemies aren’t reliant on communication between each 
  other.
  When using this room during initiative, one’s distorted 
  and reversed words take until that creature’s next turn to 
  be heard.
  Traps
  Who doesn’t love sending their party into a situation 
  where their very lives hinge on recklessness, bad deci-
  sions, and sheer luck? Traps are one of the most polar-
  izing pieces of dungeons, some people love them, and 
  others hate them with burning passions. One problem 
  which often sets both player and DM against traps is 
  how they are used. 
  Most of us have had an experience where traps were 
  just a tax on our time and resources. The poison dart 
  trap whose only purpose is to drop the party a few hit 
  points in order for the healer to use up a spell is a prime 
  example. We have also met that trap’s entire family 
  which has turned the dungeon into a literal minefield or 
  familial drama. And much like being thrown into anoth-
  
  40
  er person’s family drama, the best response is to leave by 
  any means possible.
  Then there are the loner traps which exist to strike from 
  nowhere with devastating efficiency. Enough of these 
  can cause parties to really slow down and pull out several 
  10-foot poles to prod every nook and cranny twice.
  Using a trap without anything else thrown into the equa-
  tion is like eating ramen without flavoring, it’s boring, 
  and it makes you feel sad inside. To really get the most 
  out of a trap, one should throw in a few onions, meats, 
  and side dishes (figuratively speaking). Add a mon-
  ster which lures the party into the trap. Those goblins 
  know this dungeon far better than the party ever will 
  make that clear. Other things one can add include time 
  restraints, rewards, and interesting twists to the usual 
  boring design. The party will be far more interested in 
  risking life and limb in the “grinding hallway” to grab 
  that expensive looking gem embedded in the floor.
  One problem which can arise from a cleverly designed 
  trap is that someone put a lot of time and effort into 
  it. You wouldn’t want that amazing crushing, sawblade 
  room to be foiled by a simple fly spell, would you? Some-
  times a trap is over-designed to negate every possible 
  way it can be circumvented. Antimagic? Check. Rope 
  cutter? Check. A suspicious object which negates class 
  feature? Check. Making a trap challenging is a challenge 
  in and of its self. Making it fair is even harder.
  When a trap only says no to the ways the players try to 
  deal with it, we are breaking the spirit of the game. This 
  is a roleplaying game where creativity and clever thinking 
  should be rewarded, not punished. That’s what public 
  school is for.
  Don’t fall into the trap of being a “No” DM. I am not 
  innocent of making this mistake and have taken great 
  strides to avoid doing so again, I hope….
  Did your party find a truly ingenious way to conquer 
  and bypass the trap you worked so hard on? Reward 
  them with experience, pack up the trap, and use it in a 
  later campaign with some modifications. Somebody out 
  there made it, and customer reviews are probably a thing 
  which they should fear, especially when their customers 
  are liches and doomsday cults. Flaws will be hammered 
  out, and improvements will be made as part of the ev-
  er-expanding war of looters and trappers.
  The following traps fall on the more complicated side 
  of the trapping scale, as I am a tremendous fan of the 
  large, encounter in and of itself traps. And as always, 
  tinker with the numbers and themes. Make them your 
  own! What I have provided you is a framework with 
  which to terrorize and toy with the adventuring parties 
  who thought they came prepared.
  Stony Lanes
  “A long hallway with black and white checkered tile 
  stretches out before you. At the edge of your torch-
  light, you can just see the outline of a heavy, ironbound 
  door….” – me, waiting with bated breath to reveal my 
  3-pound bowling ball mini I bought exclusively for 
  tonight.
  This is a large, complicated trap which fits in well along-
  side powerful mages and valuable items. Stony Lanes 
  requires a sense of humor from all parties for it to be 
  enjoyable. 
  If you aren’t comfortable with a certain amount of com-
  plicated wackiness, this is not the trap for you.
  If you want a Rube Goldberg style trap with over the 
  top themes and plenty of steps, this is the trap for you! 
  General Workings
  This trap works best in long corridors or halls, prefer-
  ably 15 feet wide and quite long (maybe 60 to 100 feet 
  long), which end in small to medium-sized rooms. The 
  floor of the hall should be tiled in some way. These 
  1-foot-wide tiles are peppered with pressure plates, in 
  so much as a passing creature has a 35% chance (as you, 
  the DM, dictate) of activating one for every 10 feet it 
  moves down the hallway. 
   Walking the Minefield – Plates
  The pressure plates are difficult to detect (20 Passive 
  Perception, DC 15 Wisdom (Perception) check). Any 
  who are actively searching roll separately for every 10-
  foot square portion of the hall. This is not foolproof; 
  however, as there will inevitably be a few tiles missed in 
  a section unless a DC is exceeded by 5 or more. In such 
  a case where only most of the plates are disabled, reduce 
  the chance of activation to 5%.
  
  41
  Triggered Society – Plates
  When a plate is depressed by 15 or more pounds of 
  force (more than a standard 10-foot-pole), the floor 
  underneath the pressure plate opens up, revealing the 
  cleverly hidden pit beneath it. An unknowing or run-
  ning creature of medium size or smaller plunges down 
  the pit without allowance for a saving throw. A cautious 
  creature is allowed a DC 15 Dexterity saving throw to 
  avoid the fall and catch the side of the pit. This saving 
  throw is made at disadvantage if the creature has only 
  one hand free (equipped shields take up one’s hand). A 
  creature without free hands fails the saving throw if they 
  don’t drop what they are holding down the pit.
   Finding New Holes – Pits
  The presence of the pits can be determined with careful 
  investigation, which will take time and put the party at 
  risk of encountering wandering monsters.
  The following details along with a successful DC 15 In-
  telligence (Investigation) (or a 20 Passive Investiga-
  tion) check will conclude the locations several pit traps 
  in a 10 section of the hallway:
  • 
  There are some areas where the grout has been worn 
  away (by the swinging of the pit trap lids)
  • 
  Some of the tiles are chipped along the edges (from 
  previous attempts to jam the pit lids shut)
  • 
  There are very sparse patches dirt on the floor (from 
  low foot traffic and individuals walking very deliber-
  ately around the pit traps)
   Holes and Stoppers – Pit
  These pits are circular, 3 feet in diameter and 25-feet 
  deep. The lids are spring-loaded and lock back into place 
  after having opened. Prying the cover open requires 
  some sort of leverage as well as a DC 20 Strength 
  check made as an action. It can also be smashed open by 
  dealing 20 bludgeoning damage to it with heavy ham-
  mers. The mechanism is located on the inside of the pit 
  and can be disabled with a successful DC 15 Dexterity 
  check using thieves’ tools if one can somehow reach and 
  see it.
  In the Pits – Pit Bottom
  The bottom of a pit is completely clean (a clue that 
  should scare the players), and there is a shelf which 
  sinks four inches into the wall ringing it. At the back of 
  this shelf, there is an intricate lattice of runes which hold 
  teleportation magic. When an individual, or a significant 
  number of objects, arrives at the bottom of the pit, the 
  runes will faintly flicker and teleport the creature (or 
  objects) to the glass jar which will shortly be mentioned. 
  This teleportation is abrupt and leaves a foul-smelling 
  fog at the bottom of the pit. The fog dissipates after a 
  few minutes. Those skilled in Arcana can discern with a 
  successful DC 15 Intelligence (Arcana) check that the 
  subject was indeed teleported, not disintegrated.
  Ruined Magic – Rune disabling
  The runes can be suppressed for 10 minutes by the 
  equivalent of a level 5 dispel magic. Manual disablement is 
  possible but must be done in such a way that the indi-
  vidual doing the deed doesn’t pass into the area between 
  the shelf and the bottom. To sufficiently mar the runes, 
  one who has seen them must succeed on a DC 15 Intel-
  ligence (Arcana) check to determine which runes must 
  be marred. Then, an individual who can both see the 
  runes and remotely control a set of thieves’ tools must 
  succeed on a DC 15 Dexterity check with said tools.
  Suggestions
  Why would they do so? Perhaps at the bottom of the pit, there 
  is a trap door which leads to another part of the dungeon and 
  all attempts to pass through it result in teleportation? Why 
  don’t the monsters have to deal with this trap? They have their 
  own ways in and out of that level, or perhaps those who lurk 
  there have the exclusive pass cards for this VIP room. Maybe 
  one of those “cards” gets found before the party knows about 
  this level….
  A Brief Aside
  At this point, this trap is complicated and will have likely been 
  discovered and ignored or have been recklessly triggered. A lot 
  of effort or a memorable experience will come from it, especial-
  ly with these next few details. Be sure to put something really 
  nice on the other side of it for the party, they earned it, either 
  through hilarity or effort.
  Speak Friend and Enter - The Doors
  The heavy, ironbound double doors at the end of the 
  hall are barred on the other side by a moderately com-
  plicated mechanism. Opening it requires the activation 
  of a mechanism hidden near the start of the hall. Be it 
  a keyhole or a lever; it will be well hidden from casu-
  
  42
  al viewers, requiring a DC 20 Wisdom (Perception) 
  check or a 25 Passive Perception to discover amongst 
  the carvings or growths in the area. When the mecha-
  nism is activated, the doors swing open (inwards and 
  away from the hall) and the trap doors lock shut, making 
  the trap effectively disabled (for now). A timer which 
  is built deep in the wall then counts down 10 minutes, 
  after which, the mechanism reverses. The doors slam 
  shut and are barred once more; the trap doors are 
  armed. Opening the doors in any way other than this 
  mechanism causes the bowling ball portion of the trap 
  to activate.
  Breaking and Entering – The Doors
  Bypassing the doors is also possible. There is a crack 
  beneath the door through which air, or a tiny creature 
  known for squeezing such as a mouse, can pass. A knock 
  spell cast upon the doors also unbars them (as well as 
  attracting a wandering monster). The doors can take 40 
  points of damage from axes or hammers (though axes 
  used in this way dull and chip to the point of becom-
  ing useless) before breaking down. Magic which effects 
  objects also adds to this total. A successful DC 22 
  Strength check can force the doors open, breaking the 
  bar. Loud methods will certainly attract wandering mon-
  sters who are eager to prey upon the party in the wake 
  of the trap’s inevitable activation.
  Glass Jars and Bowling Pins – The Room
  The Room Beyond the Doors! This room should 
  be at least ten feet wider than the hallway and at 
  least as deep. The first someone will hopefully see 
  of this room is from the inside of a comically over-
  sized, upturned jar. Arranged in this room, in a 
  suspicious triangular formation, are six of these 
  jars. These are arranged in the following pattern:
  Like a Bug – Jar
  The jars are 7 feet tall, 4 feet in diameter, and 3 inches 
  thick. They have an AC of 13 and can take 20 points of 
  bludgeoning damage before shattering. If one takes 10 
  points of thunder damage in one blow, it explodes. Me-
  dium creatures held in the jars are restrained due to the 
  small space. A jar can be tipped over with a successful 
  DC 17 Strength check. This check is made at disadvan-
  tage by a creature within a jar. 
  Roll 1d6 to determine which jar a creature gets teleport-
  ed into, rerolling jars which are already occupied.
  Stone and Glass – Jar
  The ground around the jars is covered in broken glass 
  and shattered stone, the remains of previous victims of 
  the trap. There is also a runic circle on the floor where 
  the jar opens to the stone. These runes are carved deeply 
  into the stone and appear to the naked eye to be decora-
  tive. A successful DC 15 Intelligence (Arcana) check 
  will determine, alongside the evidence in the room, that 
  the runes are made to petrify things. 
  The runes can be suppressed for 10 minutes by the 
  equivalent of a level 6 dispel magic. Manual disablement is 
  possible as well. To sufficiently mar the runes, one who 
  has seen them must succeed on a DC 16 Intelligence 
  (Arcana) check to determine which runes must be 
  marred. Then, an individual must succeed on a DC 16 
  Dexterity check with thieves’ tools.
  Pining for Freedom – Jar
  When a creature starts their turn inside a jar after being 
  teleported there by the runes at the bottom of one of 
  the many pits, they start to petrify. They must make a 
  DC 15 Constitution saving throw at the beginning of 
  their turn. If the saving throw fails by 5 or more, the 
  creature is instantly petrified. Otherwise, a creature that 
  fails the save begins to turn to stone and is restrained. 
  The restrained creature must repeat the saving throw at 
  the end of its next turn, becoming petrified on a failure 
  or ending the effect on a success. The petrification lasts 
  until the creature is freed by the greater restoration spell or 
  other magic.
  Once a creature has succeeded on its saving throw 
  against this effect, they are immune to it for the next 24 
  hours.
  
  43
  Unworn, nonmagical items within the jar also turn to 
  stone when they arrive.
  Suggestions
  Perhaps some of the jars are inhabited by previously petrified 
  adventurers or monsters who failed to escape and avoided 
  destruction. Interesting items might be strewn about; after all, 
  magic items wouldn’t be petrified. Maybe add some monsters 
  to the room. They lounge about, discouraging victims from 
  escaping the jars. Perhaps they spend their time taking bets on 
  the next result of triggering. They would likely have a bowling 
  frame painted on the wall where they keep track of the score. 
  Wishing for Stone – Trap Trigger
  When a creature arrives in a jar, roll initiative, as David 
  Bowley the bowling ball makes an appearance. By that 
  time, a creature within a jar should hope to be free, or 
  stone.
  Let’s Bowl!
  The proverbial cherry on top of this trap is big, round, 
  and heavy. Meet the bowling ball of Stony Lanes, David 
  Bowley. Bowley weighs in at a couple of tons and is a 
  solid granite sphere whose 10-foot diameter body is 
  bound to leave the party shaken. He’s been given some 
  sentience, and oh boy he is hoping for a strike at the end 
  of a hard work day.
  Bowley has a movement speed of 90 feet, blindsight for 
  60 feet, a Strength score of 30, an Intelligence of 10, 
  and a Charisma score of 18. His motivations are high 
  scorecards, crushing intruders, and following his ambi-
  tions to become a famous actor and singer. He is treated 
  as an object for all purposes. We think that a goblin 
  named him and wrote this previous bit in. We’ll let it 
  slide.
  King of the Labyrinth – Bowley
  David spends his time waiting for intruders to trigger 
  the trap. This can be done by forcing the doors open, or 
  by falling down a pit and getting teleported into a glass 
  jar. He lies in wait within an entirely separate area of the 
  dungeon, a perpetually sloped, infinite room where he is 
  always at maximum velocity and peak physical condition.
  When the trap triggers, David Bowley is teleported to 
  the beginning of the hallway. Everyone rolls initiative, 
  including Bowley. He has an initiative bonus of +10. On 
  his turn, he moves down the hallway 90 feet, swerving 
  to strike creatures and dodging around obstacles. He can 
  move through creatures’ spaces, and creatures can move 
  through his space, treating it as difficult terrain. When-
  ever David enters a creature’s space, or a creature enters 
  his space while he is rolling, that creature must succeed 
  on a DC 17 Dexterity saving throw or take 55 (10d10) 
  bludgeoning damage and be knocked prone.
  Bowley stops when he hits a wall or a similar barrier. His 
  movement is reduced to 10 feet when navigating sharp 
  corners. He does not trigger the pressure plates; though, 
  people attempting to dodge and avoid him still can!
  As an action, a creature within 5 feet of Bowley can 
  attempt to slow him down with a contested Strength 
  check (+10 for Bowley). On a successful check, Bowley’s 
  speed is reduced by 15 feet for 1 minute. If his speed is 
  reduced to 0, Bowley is teleported back to his momen-
  tum room.
  Bowley only goes down his designated hallway and only 
  in one direction. When he reaches the double doors, 
  they spring open automatically, letting him through. 
  Once through the doors, Bowley smashes through the 
  jars in the next room, hopefully crushing all that was 
  within them. 
  Roll 2d6 to determine the results of Bowley’s attempt: 
  2
  Gutter Ball
  Bowley misses all of the jars
  3-4
  Left Three
  Bowley hits jars 1, 3, and 6
  5-6
  Split
  Bowley hits jars 1, 2, 3, and 5
  7
  Strike!
  Bowley hits all of the jars
  8-9
  Split
  Bowley hits jars 1, 2, 3, and 5
  10-11
  Right Three
  Bowley hits jars 1, 2, and 4
  12
  Gutter Ball
  Bowley misses all the jars
  All jars which Bowley hits are instantly destroyed. All 
  creatures within them must make Dexterity saves against 
  his damage with disadvantage, and all unworn items 
  (magic or not) are destroyed.
  On a Strike, anything in jar number 1 takes 100 damage 
  on a failed save.
  No matter the result, Bowley stops and teleports back to 
  his momentum room.
  
  44
  Hard Reset – Overall Trap
  24 hours after this trap is triggered, new jars are mag-
  ically created, rubble and glass are swept away (for the 
  most part), and the scoring marks on the floor made by 
  Bowley’s passage fade. 
  Frying times
  “Does anyone else smell fried chicken”- an unsuspecting 
  player upon catching a whiff of the fry oil I brought to 
  add to the ambiance of tonight’s game.
  This particular trap is a wonderful little idea which came 
  to me one hungry night as I sat down to write. Noth-
  ing quite stirs the mind like food, unfortunately for my 
  adventuring party. 
  This is a trap that functions best when some sort of 
  giant folk is in the area or those who are fans of fried 
  troll. It involves a lot of fry grease, heat, and breading, 
  so avoid this trap if you are on any sort of diet which 
  denies you the delicious, greasy, tender taste of fried 
  chicken.
  The Set Up
  The beginning of this trap should be near a high traffic 
  area of the dungeon, ideally as part of a body dump for 
  dead monsters and adventurers. Whatever it is, it should 
  be able to attract all sorts of hardy scavengers, such as 
  trolls, oozes, and best of all, adventurers.
  Corpse Diving
  This trap begins with a dead-end tunnel terminating in a 
  small pit. This pit should have shear walls and be at least 
  10 feet wide, 20 feet long and 15 feet deep. The bottom 
  of this pit should be filled (about 5 feet worth) with rel-
  atively fresh bodies which have their equipment still on 
  them. Some of the higher quality items in the pit have 
  fake magical auras cast upon them which causes them to 
  show up as magical items when the pit is observed with 
  detect magic. If that doesn’t happen to catch their interest, 
  then the smattering of a few hundred gold coins (paint-
  ed lead) within the pit won’t come close to being good 
  bait. 
  Should the party stand at the edge of the pit, sending a 
  mage hand or familiar down to slowly dig up the ”valu-
  ables,” it’s going to take a while. Sure enough, a few of 
  the stronger monsters of the dungeon will come by to 
  check on their food chute and find the party twiddling 
  their thumbs. Being not entirely stupid creatures, the 
  monsters will quickly gather a small horde to lay siege 
  upon the party. This is the dungeon dwellers’ chance to 
  finally be rid of the armed and dangerous intruders and 
  gain a nice meal, all at once!
  Bottles of oil and alchemist’s fire will rain upon the par-
  ty until the adventurers take shelter in the pit. The rock 
  and the hard place they earned with their tremendous 
  caution is quite the predicament, so now let’s deep fry 
  ourselves an adventuring party!
  Aw Chute!
  The trap triggers once a good number of creatures enter 
  the pit. You don’t really need to keep track of weight, 
  as the master trapper of the dungeon has calculated 
  the weight required to trap a troll or the new party 
  of adventurers which has entered her domain. Never 
  underestimate a hill giant who can do math and make 
  approximations.
  However big the adventuring party, once every one, or 
  almost everyone has entered the pit, the floor drops 
  out and a swinging, horizontal log falls from the cob-
  web-covered ceiling. All within 15 feet of the pit must 
  succeed on a DC 19 Dexterity saving throw to avoid 
  being thrown into the now extended pit by a piece of 
  equipment made to throw trolls like ragdolls.
  Everything within the pit plummets down a fun-
  nel-shaped chute which quickly becomes 10 feet by 5 
  feet wide after a 50-foot drop. There is no need to worry 
  about clogging the chute with bodies or people with 
  feather fall, as the mass of corpses moves quite smoothly 
  down the heavily greased chute. Nothing quite like dead 
  weight to pull a wizard out of the air.
  The Batterfall of Wonder
  After another 30 feet, the chute begins to gain a gentler 
  slope along its wider axis. Here it intersects with another 
  chute which holds a staple of deep fry food, the batter. 
  A slurry of thick batter has flowed downwards to meet 
  the flow of corpses and adventurers covering one and 
  all with the delicious dough lovingly prepared by the 
  pilfered chefs of the dungeon kitchen. What? Dungeon 
  dwellers like to eat good food as well.
  
  45
  All who pass beneath the slurry are utterly covered in 
  batter. This has the following repercussions:
  • 
  A creature is blinded until it can clear their eyes by 
  wiping them thoroughly as an action
  • 
  Dexterity checks, and other ability checks which 
  require any sort of tight gripping are made with 
  disadvantage
  • 
  Weapons slip from one’s hands easily. On a roll of 5 
  or less on the die, a weapon slips from one’s hand. 
  This interrupts the Attack action, causing all remain-
  ing attacks to be lost
  • 
  Unless wiped clean with an action, ammunition is 
  completely useless
  • 
  Spells with somatic components fail 50% of the 
  time, wasting and consuming all resources used, 
  and material components are inaccessible unless an 
  action is spent cleaning them off
  Once a creature spends at least 10 minutes cleaning 
  off (this assumes mundane cleaning methods), they are 
  completely free of the batter.
  It looks like everyone is going to be clambering for the 
  mage to cast prestidigitation.
  Into the fryer!
  10 feet of the chute after the batterfall, everything is 
  dumped into a massive, tubular chamber made of metal. 
  The chamber is 30 feet in diameter and 20 feet tall. The 
  bottom 6 feet of the chamber is filled with boiling fry 
  oil and the extremely crispy grits of what was the last 
  victims.
  The fall is cushioned by the corpses and the boiling oil, 
  dealing only 21 (6d6) bludgeoning damage. 
  The oil is not a very nice thing to be in. A creature 
  which enters the oil for the first time on its turn or starts 
  its turn in it takes 10 (3d6) fire damage. Creatures not 
  within the oil take 3 (1d6) fire damage at the start of 
  their turns as the oil pops and fizzles throughout the 
  fryer.
  Golden Brown
  Those who are covered in batter also begin to crisp 
  up. After two turns of immersion in the oil, a battered 
  creature must succeed on a DC 13 Strength saving 
  throw at the beginning of each of their turns or become 
  restrained by crispiness.
  A creature restrained by crispiness can only be freed by 
  another creature within 5 feet of it who succeeds on a 
  DC 15 Strength check made as an action. A creature 
  freed in this way is no longer battered.
  Eleven Undead Herbs and Spices
  When living creatures arrive in the fryer, the crisp dead 
  and fried to the bone begin to rise from the grits.
  Crisp dead are zombies (from the Monster Manual) 
  with the following changes:
  • 
  Immunity to fire
  • 
  AC increased to 12 due to the natural armor their 
  crispness provides
  Fried to the bone are skeletons (from the monster 
  manual) with the following changes:
  • 
  Immunity to fire
  • 
  Remove vulnerability to bludgeoning
  • 
  AC increased to 17 due to the natural armor their 
  crispness provides
  6 crisp dead and 5 fried to the bones arise from the 
  bottom of the fryer and begin their assault upon the 
  battered party.
  These undead attack viciously, seeking to drag weak 
  creatures under the oil and to foil any attempts to open 
  the fryer.
  
  46
  Suggestions
  This is a very cluttered battlefield. Thanks to all of the bodies 
  piled in the fryer and the oil, movement via walking or swim-
  ming is halved. Any sort of water walk will allow creatures to 
  walk along the surface of the oil. Those less fortunate must 
  vie for a position above the oil as there can only be one king 
  of corpse mountain. Those who become restrained in crisp 
  are likely to boil to death while being beaten by the deep fried 
  undead. This situation may call for some rescue in the end. 
  As all hope seems lost, perhaps a mysterious stranger looking 
  for some favors arrives just in time to save at least a few poor 
  souls.
  As one last note, I advise that you play the song “Kentucky 
  Fried Death” if you are in a silly mood. It can be found with a 
  quick internet search and is free.
  Out of the Frying Pan
  Escape should be the first thing on peoples’ minds at 
  this point. There are several chutes which lead out of 
  the fryer, all of which are 20 feet up, at the fryer’s top. 
  The walls are heavily greased and climbing them without 
  the aid of magic is impossible. 
  Should the party prove quite formidable and begin es-
  caping in mass up a chute, feel free to send a fresh troll 
  careening down it — nothing quite like a troll to liven 
  up a party.
  The second method of mundane exit is the fryer lid. 
  This is a massive, 20-foot square, metal, sliding door at 
  the very top of the fryer. To force it open, one must be 
  able to reach it and have some sort of leverage or a tight 
  grip on the door. They must then succeed on a DC 20 
  Strength check. A success indicates that the door has 
  opened 2 1/2 feet, just enough for the medium creatures 
  to squeeze through. The door won’t budge further due 
  to a safety latch made to prevent trolls from escaping. 
  The latch can be lifted as an action, allowing the door to 
  open fully.
  If the party chooses to bash their way out of this 
  predicament, the only viable way is breaking down the 
  door. The door has an AC of 19 and 50 hit points. It is 
  immune to fire, necrotic, piercing, poison, psychic and 
  slashing damage.
  Too Many Cooks
  The kitchen staff of the dungeon must be a formidable lot. After 
  all, they are in the business of frying live trolls. I would advise 
  including hill giants, ogres, as well as a head chef who may or 
  may not be a fire giant. Any kidnapped, humanoid chefs will be 
  present as well, adding a monkey wrench to any area of effect 
  spells the party might unleash.
  The Price of Oil
  This trap is devastating to mundane (i.e., nonmagical) 
  equipment. Anything with bits of leather, cloth, or paper 
  is likely ruined by the experience, including all kinds of 
  armor. Almost everything the party carries with them 
  will be unsalvageable. Oil has exacted a heavy toll on 
  them, be sure to make up for it with a hefty reward. The 
  sooner, the better, as armor is not cheap, and one cannot 
  afford to dungeon delve naked, except monks. Also, the 
  wizard will probably have a heart attack if they didn’t 
  zealously protect their spell book.
  Further reading
  A great guide which caught my attention is: “Tricks, 
  Empty Rooms, & Basic Trap Design” by Courtney C. 
  Campbell. This PDF can be found for free online and is 
  system neutral.
  “Grimtooth’s Traps,” and “Grimtooth’s Traps Too” 
  where what first sparked my interest in traps. Both can 
  be found online.
  The Hack & Slash blog on BlogSpot is also an excellent 
  source of inspiration http://hackslashmaster.blogspot.
  com
  
  47
  Written and designed by Kenny Morris
  Fang Dragons
  Have you ever watched a cat cruelly play with its prey? 
  Turn that cat into a giant winged lizard covered in 
  boney spikes and blade-like protrusions. That’s the 
  Fang Dragon. Unlike most dragons, Fangs lack a breath 
  weapon. But they make up for that with overdeveloped 
  claws, spikey bits, and a forked tail with 2 long blades 
  at the ends. Their bites leave horrific, festering wounds 
  that make even magical healing difficult. And they have 
  the unnerving ability to mimic sounds and voices. You 
  can try catnip if you want, and if it works, make sure to 
  write me.
  A ncient Fang Dragon
  Gargantuan dragon, chaotic neutral
  Armor Class 21 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 40 ft., f y 60 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  27 +8 
  10 +0 
  26 +8 
  15 +2 
  18 +4 
  16 +3
  Saving Throws Dex +7, Con +15, Wis +11, Cha +10
  Skills Perception +18, Stealth +7
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 28
  Languages Common, Draconic
  Challenge 22 (41,000 XP)
  B oney Spikes and Blades. Fang dragons deal one extra 
  die of its damage when it hits with bite, claw, and tail 
  attacks (included in the attacks).
  S ound Imitation. Fang dragons can imitate any sound 
  they have heard. Any creature that hears this imitation 
  can make a DC 20 Wisdom (Perception) check to notice 
  any discrepancies.
  Legendary Resistance (3/Day). If the dragon fails a sav-
  ing throw, it can choose to succeed instead.
  Actions
  M ultiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.
  B ite. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 24 (3d10 + 8) piercing damage. The target 
  must succeed on a DC 23 Constitution saving throw, or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the target 
  f nishes a long rest. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 18 (3d6 + 8) slashing damage
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one 
  target. Hit: 21 (3d8 + 8) bludgeoning or slashing 
  damage. If the target is a gargantuan or smaller 
  creature, it must succeed on a DC 23 Strength sav-
  ing throw or be knocked prone.
  Frightful Presence. E ach creature of the dragon’s choice 
  within 120 feet of the dragon and aware of it must 
  succeed on a DC 18 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 ef ect 
  on itself on a success. If a creature’s saving throw is suc-
  cessful or the ef ect ends for it, the creature is immune 
  to the dragon’s Frightful Presence for the next 24 hours. 
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can 
  be used at a time and only at the end of another crea-
  ture’s turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 15 feet of the dragon must 
  succeed on a DC 23 Dexterity saving throw or take 15 
  (2d6 + 8) bludgeoning damage and be knocked prone.
  Dragons of Argonnessen
  
  48
  Adult Fang Dragon
  Huge dragon, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 212 (17d12 + 102)
  Speed 40 ft., f y 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 +6 
  10 +0 
  23 +6 
  13 +1 
  16 +3 
  15 +2
  Saving Throws Dex +5, Con +11, Wis +8, Cha +7
  Skills Perception +13, Stealth +5
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 23
  Languages Common, Draconic
  Challenge 15 (13,000 XP)
  Boney Spikes and Blades. Fang dragons deal one extra 
  die of its damage when it hits with bite, claw, and tail 
  attacks (included in the attacks).
  Sound Imitation. Fang dragons can imitate any sound 
  they have heard. Any creature that hears this imitation 
  can make a DC 17 Wisdom (Perception) check to notice 
  any discrepancies.
  Legendary Resistance (3/Day). If the dragon fails a sav-
  ing throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage. The target 
  must succeed on a DC 19 Constitution saving throw, or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the target 
  f nishes a long rest. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 16 (3d6 + 6) slashing damage
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning or slashing 
  damage. If the target is a(n) huge or smaller creature, it 
  must succeed on a DC 19 Strength saving throw or be 
  knocked prone.
  Frightful Presence. Each creature of the dragon’s choice 
  within 120 feet of the dragon and aware of it must 
  succeed on a DC 15 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 ef ect 
  on itself on a success. If a creature’s saving throw is suc-
  cessful or the ef ect ends for it, the creature is immune 
  to the dragon’s Frightful Presence for the next 24 hours. 
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can 
  be used at a time and only at the end of another crea-
  ture’s turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 15 feet of the dragon must 
  succeed on a DC 19 Dexterity saving throw or take 13 
  (2d6 + 6) bludgeoning damage and be knocked prone.
  
  49
  Young Fang Dragon
  Large dragon, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 40 ft., f y 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 +4 
  10 +0 
  18 +4 
  12 +1 
  14 +2 
  13 +1
  Saving Throws Dex +3, Con +7, Wis +5, Cha +4
  Skills Perception +8, Stealth +3
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 18
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Boney Spikes and Blades. Fang dragons deal one extra 
  die of its damage when it hits with bite and claw attacks 
  (included in the attacks).
  Sound Imitation. Fang dragons can imitate any sound 
  they have heard. Any creature that hears this imitation 
  can make a DC 14 Wisdom (Perception) check to notice 
  any discrepancies.
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage. The target 
  must succeed on a DC 15 Constitution saving throw, or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the target 
  f nishes a long rest. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) slashing damage
  
  50
  F ang Dragon Wyrmling
  Medium dragon, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft., f y 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 +2 
  10 +0 
  15 +2 
  10 +0 
  12 +1 
  11 +0
  Saving Throws Dex +2, Con +4, Wis +3, Cha +2
  Skills Perception +5, Stealth +2
  Senses blindsight 10 ft., darkvision 60 ft., passive Per-
  ception 13
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Boney Spikes and Blades. Fang dragons deal one extra 
  die of its damage when it hits with bite attacks (included 
  in the attacks).
  Sound Imitation. Fang dragons can imitate any sound 
  they have heard. Any creature that hears this imitation 
  can make a DC 12 Wisdom (Perception) check to notice 
  any discrepancies.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 13 (2d10 + 2) piercing damage. The target 
  must succeed on a DC 12 Constitution saving throw, or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the target 
  f nishes a long rest. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Half – Fang Dragon Dervish
  Medium humanoid (human), any alignment
  Armor Class 17 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 +4 
  10 +0 
  17 +3 
  13 +1 
  15 +2 
  14 +2
  Saving Throws Con +6, Wis +5
  Skills Athletics +7, Perception +5
  Senses blindsight 10 ft., darkvision 60 ft., passive Per-
  ception 15
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Brave. The dervish has advantage on saving throws 
  against being frightened.
  Boney Spikes and Blades. The dervish deals one extra 
  die of its damage when it hits with bite, claw, and tail 
  attacks (included in the attacks).
  Sound Imitation. The dervish can imitate any sound 
  they have heard. Any creature that hears this imitation 
  can make a DC 15 Wisdom (Perception) check to notice 
  any discrepancies.
  Actions
  Multiattack. The dervish makes three attacks: one with 
  its bite, one with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage. The target 
  must succeed on a DC 14 Constitution saving throw, or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the target 
  f nishes a long rest. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
  get. Hit: 13 (2d8 + 4) bludgeoning or slashing damage. 
  If the target is a medium or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone.
  
  51
  Actions
  Multiattack. It then makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 18 (2d10 + 7) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 17 (3d6 + 7) slashing damage
  Petrifying Breath (Recharge 5-6). The golem exhales 
  petrifying gas in a 30-foot cone. Each creature in that 
  area must succeed on a DC 20 Constitution saving 
  throw. On a failed save, a target begins to turn to stone 
  and is restrained. The restrained target must repeat the 
  saving throw at the end of its next turn. On a success, 
  the ef ect ends on the target. On a failure, the target is 
  petrif ed until freed by a greater restoration spell or other 
  magic.
  Drakestone Golem
  Large construct, neutral
  Armor Class 20 (natural armor)
  Hit Points 299 (26d10 + 156)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 +7 
  9 -1 
  22 +6 
  3 -4 
  11 +0 
  1 -5
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrif ed, poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages understands Draconic
  Challenge 18 (20,000 XP)
  Immutable Form. The golem is immune to any spell or 
  ef ect that would alter its form.
  Limited Magic Immunity. The golem is immune to 
  spells of 4th level or lower unless it wishes to be af ect-
  ed. It has advantage on saving throws against all other 
  spells and magical ef ects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Dragon Golems
  In ancient ruins built by or for the dragons of this world, sit the wonders of magic and craftsmanship that are the 
  dragon golems. Through rituals that I have been unable to unearth, these constructs have been granted the partial 
  immunity to magic. Beware the monuments in these places. Any command words to control these golems are long 
  gone. I would pay well for any information you could dig up.
  
  52
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem can use its Frightful Presence. It 
  then makes three attacks: one with its bite and two with 
  its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage
  Frightful Presence. Each creature of the golem’s choice 
  within 120 feet of the golem and aware of it must 
  succeed on a DC 18 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 ef ect 
  on itself on a success. If a creature’s saving throw is suc-
  cessful or the ef ect ends for it, the creature is immune 
  to the golem’s Frightful Presence for the next 24 hours. 
  D ragonbone Golem
  Large construct, neutral
  Armor Class 17 (natural armor)
  Hit Points 207 (18d10 + 108)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  23 +6 
  9 -1 
  22 +6 
  3 -4 
  11 +0 
  1 -5
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrif ed, poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages understands Draconic
  Challenge 14 (11,500 XP)
  Immutable Form. The golem is immune to any spell or 
  ef ect that would alter its form.
  Limited Magic Immunity. The golem is immune to 
  spells of 3rd level or lower unless it wishes to be af ect-
  ed. It has advantage on saving throws against all other 
  spells and magical ef ects.
  
  53
  Ironwyrm Golem
  Large construct, neutral
  Armor Class 21 (natural armor)
  Hit Points 345 (30d10 + 180)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  26 +8 
  9 -1 
  22 +6 
  3 -4 
  11 +0 
  1 -5
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrif ed, poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages understands Draconic
  Challenge 24 (62,000 XP)
  Fire Absorption. Whenever the golem is subjected to 
  f re damage, it takes no damage and instead regains a 
  number of hit points equal to the f re damage dealt.
  Immutable Form. The golem is immune to any spell or 
  ef ect that would alter its form.
  Limited Magic Immunity. The golem is immune to 
  spells of 5th level or lower unless it wishes to be af ect-
  ed. It has advantage on saving throws against all other 
  spells and magical ef ects.
  Magic Weapons. The golem’s weapon attacks are mag-
  ical.
  Actions
  Multiattack. It then makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 24 (3d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one 
  target. Hit: 18 (3d6 + 8) slashing damage
  Fire Breath (Recharge 5-6). The golem exhales f re in a 
  90-foot cone. Each creature in that area must succeed 
  on a DC 21 Dexterity saving throw. Taking 91 (26d6) f re 
  damage on a failed save, or half as much damage on a 
  successful one.
  
  54
  Welcome to The Khyber Khronicle; a collection of 
  encounters and DM tools that can be used to 
  enhance any adventure as the DM sees fit.
  In this issue:
  A series of encounters for levels 1-4 Dragon PCs
  Information about the Draconic Prophecy
  Ideas to enhance traps within your dungeons
  All new player options including:
  •	 Wizard School
  •	 Dragon Playable Character
  •	 Pregenerated Dragon Characters
  And More!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 05.pdf