Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.
You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can't use reactions until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.
This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon's attitude toward you.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon takes on the form of a silver dragon's head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack's target must each make a successful Constitution saving throw or take 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.
This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.
You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check
You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.
Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.
You set up a magical boundary around your lair. The boundary can't exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like-to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature's type but nothing else about it. You are also aware when creatures leave the area.
This awareness is nough to wake you from sleep, and you receive the knowledge as long as you're on the same plane of existence as your lair.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell's duration for each slot level above 2nd.
You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn't alleviate blindness that's already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don't apply while you're under the effect of this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.
You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.
. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.
. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.
You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.
Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.
Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.
You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.
You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell's duration expires.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.
You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.
You fill the target with a dragon's greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary.
Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take
its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragon's lair actions:
• Attack rolls resulting directly from lair actions are made with disadvantage.
• Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
• Lair actions occur on an initiative count 10 lower than normal.
The caster has advantage on Constitution saving throws to maintain concentration on this spell.
You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe's armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self?doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)
One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature's Armor Class are made with advantage, and the creature can't regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.
A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target's AC can't be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell.
You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone's area. This repositioning doesn't count as movement and doesn't trigger opportunity attacks.
You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn't fall, and it isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.
When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell's duration.
Dragon Type......Area.............................. Damage
Black............. 30-foot line, 5 feet wide...........6d6 acid damage
Blue............... 30-foot line, 5 feet wide...........6d6 lightning damage
Green............ 15-foot cone...............................6d6 poison damage
Red................15-foot cone...............................6d6 fire damage
White............ 15-foot cone...............................6d6 cold damage
At Higher Levels. When you cast
this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.
You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can't be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet.
By placing your personal wealth within an area and invoking the dragon's territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20:
• Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot?radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it, but you can see in the area as if it were brightly lit. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
• Part of the
ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
• A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
You can take an action to dismiss this spell.
You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can't be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.
You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can't be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40-feet.
This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.
You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesnt change shape or size to match the new form. Any equipment that the new form cant wear must either fall to
the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.
You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spells duration. A creature cant use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.
You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spells duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.