The magic woven through the fabric of the Material Plane is concentrated in dragons and their lairs. This chapter is all about the magic of dragons, unfolding in four sections:
"Spells" offers a selection of spells associated with dragons.
"Magic Items" presents several magic items associated with dragons, many connected to the gem dragons introduced in chapter 6.
"Hoard Items" introduces a new kind of magic items, which siphon the magical energy associated with a dragon's hoard.
"Draconic Gifts" introduces magical gifts that characters might gain in connection with a dragon's death or other unusual circumstances.
Spells
A quote from Fizban
I am less guarded with my spells than I am with my recipes. Magic shared is soon improved. But when it comes to my pudding, well, you can't fix perfect.
This section contains new spells that the DM may add to a campaign, making them available to player characters and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.
*The artificer class appears in "Tasha's Cauldron of Everything" and "Eberron: Rising from the Last War".
Magic Items
A quote from Fizban
If you happen to find yourself in possession of a platinum scarf, be prepared for side effects: head swivels, gasps of admiration, and myriad compliments.
The following magic items are presented in alphabetical order.
This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight
As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust
As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
Reverse Gravity
As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
Source: Fizban's Treasury of Dragons p. 22
Crystal Blade
Crystal Blade
Crystal Blade
Rare (requires attunement)
This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Wondrous item, uncommon (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Source: Fizban's Treasury of Dragons p. 23
+2 Dragonhide Belt
+2 Dragonhide Belt
+2 Dragonhide Belt
Wondrous item, rare (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Source: Fizban's Treasury of Dragons p. 23
+3 Dragonhide Belt
+3 Dragonhide Belt
+3 Dragonhide Belt
Wondrous item, very rare (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Source: Fizban's Treasury of Dragons p. 23
Dragonlance
Dragonlance
Dragonlance
Legendary (requires attunement)
A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast illusory script at will, requiring no material components.
This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.
While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn.
Source: Fizban's Treasury of Dragons p. 23
Gold Canary Figurine of Wondrous Power
Gold Canary Figurine of Wondrous Power
Gold Canary Figurine of Wondrous Power
Wondrous item, legendary
This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:
Giant Canary Form
The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn.
Gold Dragon Form
While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed.
In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description.
Source: Fizban's Treasury of Dragons p. 23
Platinum Scarf
Platinum Scarf
Platinum Scarf
Wondrous item, legendary (requires attunement)
This scarf is made of sturdy cloth and covered in platinum-colored scales.
As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:
Breath of Life
The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield
For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer
For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.
Source: Fizban's Treasury of Dragons p. 24
Potion of Dragon's Majesty
Potion of Dragon's Majesty
Potion of Dragon's Majesty
Potion, legendary
This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.
Source: Fizban's Treasury of Dragons p. 24
Ruby Weave Gem
Ruby Weave Gem
Ruby Weave Gem
Wondrous item, spellcasting focus, legendary (requires attunement by a spellcaster)
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.
While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.
Source: Fizban's Treasury of Dragons p. 24
Hoard Magic Items
A quote from Fizban
I've let adventurers put their toys in my hoard to steep once or twice. I can never get a good night's sleep while they're there, though. It's like an itch.
Certain magic items can absorb the ambient magic of a dragon's hoard. The mightier the dragon, the more powerful the item becomes when it is steeped in the dragon's hoard. These items, called hoard items, have four states, which are summarized on the Hoard Item States table. A hoard item in its Slumbering state has certain base properties, and it gains additional properties when it enters the Stirring, Wakened, or Ascendant state.
Hoard Magic Items; Hoard Item States
Hoard Magic Items; Hoard Item States
Source: Fizban's Treasury of Dragons p. 25
Hoard Item States
State
Age
Slumbering
—
Stirring
Young
Wakened
Adult
Ascendant
Ancient
^hoard-item-states
Increasing Power
A hoard item left to steep in a dragon's hoard absorbs power from the hoard. Older dragons' hoards are charged with more magic and can empower hoard items to higher states.
Ordinarily, a hoard item must steep in a dragon's hoard for 1 year to reach the maximum possible state allowed by the age of the hoard's dragon, as shown on the Hoard Item States table. For example, a hoard item that steeps in a young dragon's hoard for 1 year enters its Stirring state, while one that steeps in an ancient dragon's hoard for 1 year reaches the pinnacle of its power and enters its Ascendant state. If there are one or more hoard items steeping in a dragon's hoard, the dragon is aware of them. The dragon also knows what these hoard items are and what state (Slumbering, Stirring, Wakened, or Ascendant) each of them is in.
When a dragon is slain, the magic surrounding its hoard becomes volatile. This allows a hoard item to steep more quickly in the hoard. A hoard item steeped in a dragon's hoard for 8 hours rises one state (from Slumbering to Stirring, Stirring to Wakened, or Wakened to Ascendant), as long as the steeping begins within 1 hour of the dragon's death and occurs within the dragon's lair. Steeping in this way can't raise the state of the item beyond the state associated with the dragon's age—putting a Wakened item in a slain adult dragon's hoard does not make it Ascendant, for example.
Decreasing Power
Just as hoard items can grow in power by absorbing the ambient magic of a dragon's hoard, so too can these treasures fall back into slumber. If no creature is attuned to a hoard item and that item isn't in a dragon's hoard, the item decreases in power by one state every 30 days until it is Slumbering.
Hoard Item Quirks
Hoard items often manifest strange qualities beyond their intended function, regardless of the state they're in. Roll once on the Draconic Quirks table to determine the quirk of a hoard item.
Hoard Item Quirks; Draconic Quirks
Hoard Item Quirks; Draconic Quirks
Source: Fizban's Treasury of Dragons p. 25
Draconic Quirks
dice: d8
Quirk
1
When resting on the ground, the item points in the direction of the last hoard it steeped in.
2
The item's bearer can speak and understand Draconic.
3
The item glows softly when within 60 feet of a Dragon or another hoard item.
4
The item's bearer gains a swimming speed equal to their walking speed.
5
The item's bearer has advantage on Intelligence (History) checks.
6
The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.
7
The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.
8
The item's bearer dreams of the dragon whose hoard the item last steeped in.
^draconic-quirks
Hoard Item Descriptions
Hoard items are presented here in alphabetical order. A hoard item's rarity changes depending on its current state, as shown in each item description.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Wondrous item, spellcasting focus (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You know the proverb: don't look a draconic gift in the mouth. Some say it's because of the breath weapon. But really it's the smell.
As described in chapter 3, the death of a dragon can result in its power taking root in a character, whether that person is the dragon's chosen heir or the dragon's killer. The result of this investiture can vary widely in power and impact, from a minor charm to a complete transformation.
Sometimes, a draconic gift has an obvious visual manifestation, such as when a character is transformed into a dragonborn. Other gifts are invisible, but no less potent. But on some worlds, the investiture of draconic power is accompanied by some kind of physical manifestation, especially if it's derived from slaying a dragon. It might be small and easily hidden, but those who know to look can usually identify a dragonslayer (or another character who carries a draconic gift) by a telltale sign. The Draconic Marks table suggests some possibilities of what these marks might look like.
Draconic Gifts; Draconic Marks
Draconic Gifts; Draconic Marks
Source: Fizban's Treasury of Dragons p. 27
Draconic Marks
dice: d4
Visual Manifestation
1
One or both of the character's eyes change color to resemble the dragon's eyes or scales.
2
The character's hair (or a streak of it) changes color to match the color of the dragon's scales.
3
A mark like a stylized dragon eye or claw appears on the body.
4
Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms.
^draconic-marks
Draconic Gift Descriptions
A quote from Fizban
Some of the less common draconic gifts I've seen bestowed include chubby cheeks and an adorable nature; the ability to blow immaculate smoke rings; and the innate sense of when your egg is perfectly soft-boiled. I wouldn't mind that last one myself.
The draconic gifts detailed in this section have rarities like magic items. The rarity of a draconic gift corresponds roughly to the age category of the dragon that bestowed it, as shown in the Draconic Gift Rarity table.
You can use a more common draconic gift for an older dragon, but exercise caution going in the other direction. Very rare and legendary draconic gifts can unbalance the game if they're given to low-level characters.
If your campaign uses the optional feat rules from the "Player's Handbook", your Dungeon Master might give you a feat as a variant draconic gift. You gain one feat of your or the DM's choice, which is related in some way to the draconic power you have acquired. Consider these examples:
Your heightened senses give you a dragon's awareness of your surroundings (Alert or Observant).
Exposure to the primal energy of a dragon's body has given you a magical affinity for one damage type (Elemental Adept).
You are infused with a dragon's charismatic gift for inspiration (Inspiring Leader).
You are imbued with a dragon's intellect (Keen Mind).
The dragon's gift lingers in the form of good luck (Lucky).
The dragon's inherent magic has transferred to your own blood (Magic Initiate).
At the DM's discretion, you might also be able to gain one of the draconic feats described in chapter 1 as a draconic gift.
Draconic Familiar
Draconic Familiar
Draconic Familiar
Draconic Gift, uncommon
You gain the aid of a draconic familiar, which might be a splinter of the consciousness of a dragon that invested you with power.
You can cast the find familiar spell as a ritual without using any material components. When you cast the spell in this way, your familiar always takes the form of a pseudodragon.
Additionally, when you take the Attack action on your turn, you can forgo one of your own attacks to allow your pseudodragon familiar to make one attack of its own with its reaction.
Source: Fizban's Treasury of Dragons p. 28
Draconic Rebirth
Draconic Rebirth
Draconic Rebirth
Draconic Gift, uncommon
You become a dragonborn. You replace the racial traits of your original race with the traits of a chromatic, gem, or metallic dragonborn (detailed in this "book"). The kind of dragonborn you become matches the family of the dragon that is the source of this gift. You can keep any skill proficiencies you gained from your previous race, or you gain proficiency in two skills of your choice.
Source: Fizban's Treasury of Dragons p. 28
Draconic Senses
Draconic Senses
Draconic Senses
Draconic Gift, rare
You gain keen senses like a dragon's.
Blindsight
You have blindsight to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see invisible creatures within that range, unless the creatures successfully hide from you.
You have begun to extend your awareness beyond the single world of the Material Plane that is your home.
You can cast contact other plane as a ritual. The entity you contact is a dragon on another world in the Material Plane, so its knowledge of your world might be limited. Also, this dragon is an echo of the dragon who is the source of the gift, which might affect its attitude and behavior toward you.
Source: Fizban's Treasury of Dragons p. 28
Frightful Presence
Frightful Presence
Frightful Presence
Draconic Gift, very rare
Echoes of a dragon's might linger around you, and you can call on them to inspire fear in those who stand against you.
As a bonus action, you can manifest your frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this ability a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.
Source: Fizban's Treasury of Dragons p. 28
Psionic Reach
Psionic Reach
Psionic Reach
Draconic Gift, very rare
The psionic energy of a gem dragon empowers your mind. You gain resistance to psychic damage.
In addition, you learn the telekinesis spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spellcasting ability is Intelligence, Wisdom, or Charisma when you cast the spell with this gift (choose when you gain the gift).
Source: Fizban's Treasury of Dragons p. 28
Scaled Toughness
Scaled Toughness
Scaled Toughness
Draconic Gift, legendary
Your skin toughens, making you resistant to certain types of physical harm. You gain resistance to piercing and slashing damage.
Source: Fizban's Treasury of Dragons p. 28
Tongue of the Dragon
Tongue of the Dragon
Tongue of the Dragon
Draconic Gift, uncommon
You gain some of the majestic presence of a dragon.
Dragon's Speech
You can speak, read, and write Draconic.
Dragon's Voice
As a bonus action, you can make your voice audible up to 300 feet away for 1 minute.
Dragon's Wiles
You have advantage on Charisma (Persuasion) checks.