contribution 1 | Part 2
Spells
New spells, seven in consider. I ’ megabyte credibly not the alone one who was instinctively expecting one per major dragon type or something.
Ashardalon ’ sulfur stride is ultra-cinematic – it ’ second Zagreus ’ s fire feet Dash ability, in concept if not in accurate effect. It ’ mho more about the travel rapidly boost and opportunity attack avoidance than damage end product ( a very modest 1d6 for a 3rd-level enchantment ) to creatures you come within 5 feet of, though both damage and accelerate scale with higher spell levels. There ’ randomness no attack paradiddle or save for the damage, though, because it ’ s a buff on the caster, so that ’ s an concern wrinkle .
On a personal note, I ’ megabyte playing a ace in a game where the meet designs frequently reward mobility, so this is a very appealing spell for me once 3rd-level spells are on the table .
Draconic Transformation is the highest-level spell of the collection, at 7th, and it ’ s fairly self-explanatory why dragons don ’ thymine habit this one, wouldn ’ deoxythymidine monophosphate you say ? ( Very important sidebar: would you stat Maleficent as a shapeshifted draco with a modest caster stat block, or an archmage with this go, or arguably shapechange ? ) The spell gives you Flying, and for 1R you get +1/+0 until end of turn .
No regretful, I mean to say : blindsight, a 6d8 force damage breath weapon, 60-ft cone, that you can use as a bonus action every round off of the duration ( ! ), and wings that give a 60-ft flying speed. It ’ s distillery a bunch more fair than shapechange into a dragon with your 9th-level spell time slot, I guess .
Inasmuch as I have a criticism of this spell, it is to wish that upcasting it got you excess features. Cast with an 8th-level slot for wrong resistance of some kind, or a huge throng of temp horsepower, AC, and claws. Frightening Presence excessively, possibly. I ’ megabyte barely truly interested in eldritch, more varied At Higher Levels options at this point .
Fizban ’ s Platinum Shield at 6th floor is a hat-trick of defensive buffs for a single prey : half screen ; resistance to acid, cold, fire, lightning, and poison damage ; and evasion. If you ’ re up against a Dex-targeting hint weapon, accept no substitutes. You can even move it to a new target on late turns, as a bonus action .
I like the “ platinum-plated draco scale ” material component. I think you could hang an amazing report off of questing for a platinum scale from Bahamut himself, and having that superior component improve the spell somehow .
Nathair ’ south Mischief is a 2nd-level spell that creates a 20-foot block of random effects, from a d4 board. The cube ’ randomness effect is new each round, and includes charmed ( Wis save to resist ), blinded ( Dex save to resist ), incapacitated ( Wis save to resist ), or unmanageable terrain. I said this when the spell showed up in UA and I ’ ll say it here – incapacitated is a set. Incapacitated is the fundamental action-denial condition, so it ’ second interesting to see the metagame shift away from counterspell abnegation while introducing “ every monster type suffers evenly, but legendaries most of all ” denial. I ’ m overstating reasonably – metallic dragonborn, a 2nd-level spell, and a 4th-level go are not a trend-line – but it isn ’ t something we ’ ve seen much before this. hypnotic blueprint and precious little else .
Raulothim ’ s Psychic Lance is the 4th-level spell in interview. It ’ s a single-target price + helpless consequence, on a fail Int save ; on a achiever, half damage and no incapacitation. One of the cool things here is that you don ’ t have to be able to see the target if you know the target ’ second list. ( There ’ s no cover for creatures with lots of different names, or two creatures that share a name because one is a imposter or whatever. )
One of the concern meta-considerations about this kind of spell is that, as a single-target incapacitation, it ’ s a boss-killer. It ’ s here to eat legendary resistances while silent giving you some throughput. There ’ mho been a long ton of sermon about fabled resistances as a thing specifically because of the high-end stat blocks in this koran. What I want to stress is that there ’ second more going on in the meta than screwing over spellcasters by proliferating LRs – there are besides spells that move you closer to both hit points = 0 and landing a unplayful lockdown effect, and you probably want at least one dear go-to there at level 11+. ( This international relations and security network ’ t the place to rehash Stunning Strike issues, please and thank you. )
Rime ’ s Binding Ice at 2nd level is a distribute like a lower-level cone of cold that delivers on the concept as much or more than the raw damage – specifically, it snares targets in place for 1 moment ( speed 0 ) on a fail Con save. It costs an natural process to break yourself or another trap animal out of the ice. I ’ meter very into the damage/control blend here .
If you were to use the Spell Damage guidelines of the DMG, which I hasten to point out that WotC does not, this deals the ask price for a 2nd-level AoE, and the snare is “ free. ” It ’ randomness besides an instantaneous effect with a potential for action monetary value, which seems huge in this concentration-heavy spell collection .
Summon Draconic Spirit at 5th level follows the lead of summon spells from Tasha ’ s Cauldron of Everything, with a custom and scaling stat parry. At the time of cast, you choose for it to be chromatic, muffin, or metallic, which influences its appearance, damage resistances, and breath weapon damage type. The draconic liveliness is big and I guess it ’ mho corporeal enough to ride as a mount, if you ’ re approve with losing your wax on a fail concentration save ? Its breath weapon international relations and security network ’ t a short ton of wrong, but it ’ mho functional every round as function of Multiattack .
This looks like fun if you ’ re up for managing a summon creature. commodity or capital AC, but the hit points might feel a little lackluster – just keep in mind that ( AoEs however ) it ’ mho damage that you don ’ t have to heal subsequently .
last note on spells : draconic transformation, Fizban ’ s platinum harbor, and mobilize draconic liveliness all have 500-gold-piece fabric components that aren ’ deoxythymidine monophosphate consumed on cast. It ’ sulfur something to spend money on, even if you get to keep using it, I guess ? Each of these items would be a super fun matter to get to steal or loot from an NPC spellcaster ! ( In a second we ’ rhenium going to see why they ’ re all precisely 500 gp. )
Magic Items
normally in breakdown articles I have very little to say on magic items. This book is identical much the exception to that rule, though I distillery don ’ thymine expect to comment on all 17 items.
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The first thing you notice ( if you ’ re me, whatever ) is that there are charming items linking to each of the muffin dragons specifically, though not all of them are made from jewel dragon parts the way the crystal blade, sapphire shield, and topaz annihilator are. alone the crystal blade is described as a partially that the dragon probably wouldn ’ triiodothyronine lose willingly – the other two are just scales .
I ’ m please and amused by the dragonhide belt, because its ki-replenishing serve is not unlike to some monk belts I wrote a year and a half ago. What I ’ molarity suppose is that I feel validated in my choices. It besides boosts the DCs of your monk effects that require saves… like Stunning affect. It ’ mho besides a rare bite of avail for the Four Elements sum Landscaping monk – they ’ re still very bad, but this magic trick token gives them more ki to play with and improves their direct current !
If you ’ rhenium looking for best-in-slot belt options, though—if “ best in slot ” is even a fragment of how you process magic items—it might still lose out to the belt out of dwarvenkind ( +2 Con ! Poison immunity ! Beards ! ) or the belt out of giant persuasiveness ( the steady damage end product of 21-29 Strength can ’ triiodothyronine be overstated ) .
Dragonlances. This item is a full-on mic drop equally far as I ’ megabyte concerned. They ’ re the inaugural of several beefy fabled items in this collection, but more than that, they ’ re dragonlances. +3 weapons, and +3d6 military unit wrong to Dragon targets, and a dragon ally of yours gets to make a melee attack as a reaction. It ’ s no “ you deal extra damage peer to your maximal hit points, ” but that was constantly completely banana .
The flail of Tiamat might be one of the highest damage-output items I ’ ve ever seen in 5e ? Nepenthe from Van Richten ’ s Guide to Ravenloft is the only rival I ’ meter line up on a very casual search. Anyway, +5d4 damage per hit, of a damage season of your choice, is bad, plus it gives you a 14d6 breath weapon 1/day. I ’ thousand honestly surprised it ’ s not sentient to at least add some complication and drawback to it .
The newly figurine of fantastic ability, a gold canary, is another fabled token. It becomes ( imagine me, dropping a monocle ) an pornographic gold draco. No legendary or lair actions, and you can only summon it once per class. Once per campaign, for most campaigns ; possibly less, if you ’ re like me and spend your consumables with extreme reluctance. There ’ randomness besides a giant canary that you can summon once per day. It ’ randomness however amazing, just… actually use its dragon mannequin, don ’ deoxythymidine monophosphate be like me .
D & D now has its third fabled potion, in the potion of draconic stateliness. You become an adult dragon for an hour, without legendary actions, lair actions, or the Change Shape trait. More ultra-powerful consumables ? This is a personal attack .
The ruby weave gem lets you ignore a corporeal component of up to 500 gp per charge expended, and the crimson regains three charges a day ; it besides adds one spell from any spell list to your spells known. What I love about this is the edges of a story about charming and enchantment cognition that it implies in relation to Sardior. Got tantalum wonder if the designers are thumbing their noses at heroes ’ feed specifically or only incidentally .
The topaz annihilator is a charming firearm that shoots necrotic damage… and once per day, a disintegrate spell. Pretty sure the last time I saw one of these regretful boys was in Din Djarin ’ s hands .
Oh, jeez, reinterpreting the Mandalorians as a dragon cult in your place could be amazing .
Hoard Magic Items
This is a new family of items joined by a arrangement for gaining and losing power. The mind is that they ’ re uniquely bound to the presence and world power of dragons, and gain power from resting in the mathom-houses of the wyrms of old. Could be in the now-lost dwelling of a dwarf-clan, who can say ? Point is, each item has an Uncommon, Rare, Very Rare, and Legendary power level, and you can elevate the token ’ second power by leaving it in the hoard of a draco of the appropriate ability level for a year, or by killing a dragon of the appropriate power degree and waiting about for the next eight hours. Whichever .
The core point is that between these items and the Vestiges of Divergence in Explorer ’ s Guide to Wildemount, that ’ s two great models for magic items that you can level up repeatedly during a political campaign. It ’ sulfur getting at the thing I love about Earthdawn and 3.5e ’ s Weapons of Legacy without icky decision moment of whether each experience point goes to you or your farce. ( To be honest, I don ’ thyroxine remember if WoL works that way. )
The two minor downsides of these items are that WotC isn ’ thyroxine going to want to reiterate this rules structure in future books, so we ’ ll credibly never get another hoard item ; and for these to advance, you probably want at least one major dragon brush per tier. There ’ randomness nothing amiss with that, but it ’ s a set more than any campaign I ’ ve ever been in. On the plus english, the pillow of this book is laser-focused on getting more dragons into the military action of everyone ’ sulfur games .
The four exemplar hoard items are a weapon, a spellcasting focus, a drink vessel, and an adornment ( what 4e would call a neck-slot token ). Most of all I appreciate that dragons learned the confidential of uisce beatha, presumably long before other peoples. With their body bulk, it ’ randomness presumably necessary to distill. The items are all very cool and merely laughably badass once they get to very rare or legendary. besides, it ’ mho playfulness to see 5e ’ randomness concept of what an department of energy explode weapon might mean – a 5-ft AoE centered on the aim, affecting only creatures of your choice, on a crit .
Draconic Gifts
I ’ ve mentioned before my love of supernatural endowment rules and the invention team gradually broadening their implementation over the years. This is another exemplar of that, with eight raw gifts, graduated by draconic age class. There ’ second besides a key sidebar suggesting the use of bonus feats as draconic endowment stand-ins.
I don ’ t have a long ton more to say about these except that I love the race-change mechanics of the Draconic Rebirth endow. I like the possibility of major fictional character changes that you could opt into, if it felt interesting at the time. Any DM could equitable make it happen, but this suggests social organization and leaves you with more than a 1:1 swap .
Conclusion
That gets us to the end of chapter 2. It ’ s a fat chapter of payoffs for a set of the farce that Chapters 3-6 are going to put you through, as a player. Some things here aren ’ deoxythymidine monophosphate going to fit the tone and dash of every campaign – the topaz annihilator, for one. You might get some perplex looks from me if you have dragonlances in your Eberron campaign .
Tune in adjacent prison term for Chapters 3 and beyond. I think we ’ ll be getting through more than one chapter at a meter from here on out in this series !