Introduction
Your journey has been long. Though the eight
days of climbing, freezing, and slipping have
been less enjoyable than you may have imagined,
cold dark cave and a warm fire grant you re
spite from the icy winds. Deep into this cave are
strange puzzles, runes above doorways, forgot-
ten passages, and worst of all; skeletons. Not the
ones that ‘stand up and try to kill you’ skeletons,
only the reminder that you could become one of
these skeletons, After braving a long bridge and
a doorway with a riddle. You are greeted by a gi
gantic cave with an out of place hut in the
‘middle, An elderly silver-haired man greets you
and treats you to tea and frozen sweet bread.
“Why have you come all this way?” He asks, smil-
ing.
“To learn the forgotten secrets of Kaizma” you
reply the words that the Sage gave you in the.
forests, desperatly hoping you didn't get it wrong.
The man’s demeanor changes, and he hands you
this tome.
“AND MAY THE SOUL OF THE
ANCIENTS LIVES THROUGH
you.” THANE
Kaizma’s Forgotten Tome is fully packed with
new Dragon flavored content to add to your
game! Kaizma himself has written these long
lost Draconic secrets and is willing to share it
with those who brave his challenges (or support
the XP to Level 3 patreon..)
The collection includes a new magic item called
“The Maw of Kaizma’, a new spell called “Dra-
conic Focus’, a new encounter called “The
Shortcut”, and a new Subclass for Warlock
called “The Dragon”. We hope you enjoy the
Homebrew expansion for Dungeons and Dragon
5e.
Draconic Focus
Sth-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small dragon pendant)
Duration: Concentration, up to 1 minute
You assume a form similar to a dragon. Thick
scales coat your skin while a pair of draconic
wings sprout from your back.
Your AC cannot be less than 16, regardless of
what kind of armor you are wearing, You gain a
ing speed of 40 feet.
se one element type, either Fire, Poison,
Lightning, Cold, or Acid. You gain resistance to
that damage type.
At Higher Levels. If casted at a 6th level slot
or higher, the spell has a range of touch.Tue Maws oF SKaizMa
Each of these items are different depending on.
the dragon type you choose. An alternative way
to use this Magic Item is to combine all the types
{ogether and allow each one to be interchanged
with a bonus action,
BLack Maw or KatzMa
Wondrous item, rare (requires attunement)
‘This mask is made out of worn and scratched black
metal. Placing it underneath a humanoid’s jaw
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to
breath a dragomlike breath weapon.
All creatures in a 30 foot cone from you must
succeed a DC 14 Constitution Saving Throw, taking
3d8 acid damage on a failed save, or half as much
ona successful one.
ACthe beginning of your next turn you may roll a d6
to recharge the item. On a roll of a 5 oF 6 the item
recharges and you may re-use the Breath Weapon,
On a roll of 1 to the weapon does not recharge and
you may re-oll at the start of your next turn.
BLUE Maw oF KaizMa
Wondrous item, very rare (requires attunement)
‘This mask is made out of worn and scratched blue
metal. Placing it underneath a humanoid’ jaw
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to,
breath a dragomlike breath weapon.
All creatures in a 60 foat line from you must
succeed a DC 16 Dexterity Saving Throw, taking
4d110 lightning damage on a failed save, or half as
much on a successful ane.
At the beginning of your next turn you may roll a d6
to recharge the item. On a roll of a 5 or 6 the item
recharges and you may reuse the Breath Weapon.
On a roll of | to the weapon does not recharge and
you may re-oll a the start of your next turn.
GREEN Maw oF KalzMA whi
Wondrous item, uncommon (requires attunement)
poison damage on a failed save, or halfas much on
a successful one. The creature can repeat the saving,
throw at the end of each ofits turns, ending the
effect on itself with a success.
At the beginning of your next turn you may roll a d6
to recharge the item. Ona roll of a 5 or 6 the item
recharges and you may reuse the Breath Weapon.
On a roll of 1 to4 the weapon does not recharge and
‘you may re-roll at the start of your next turn.
RED MAw oF KaizMaA,
Wondrous item, very rare (requires attunement)
This mask is made out of worn and scratched red
metal. Placing it underneath a humanoid’s jaw:
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to
breath a dragontike breath weapon,
‘All creatures in a 30 foot line from you must
succeed a DC 18 Dexterity Saving Throw, taking
8d6 fire damage on a failed save, or half as much on
a successful one,
At the beginning of your next turn you may roll a d6
to recharge the item. On a roll of a 5 oF 6 the item
recharges and you may reuse the Breath Weapon.
On a roll of 1 104 the weapon does not recharge and
you may re-oll at the start of your next turn.
WHITE Maw OF KalzMaA
Wondrous item, rare (requires attunement)
This mask is made out of worn and scratched blue
metal, Placing it underneath a humanoids jaw,
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to
Plea ye tragearles breath weapon
All creatures in a 15 foot cone from you must
succeed a DC 15 Constitution Saving Throw, taking
48 cold damage ona flled save, or halfas much
ene tie
At the beginning of your next turn you may roll a d6_
to recharge the item. On a roll ofa Sor 6 the item ‘a
Tt rou aay cover the Bet We
On roll of 1104 the weapon does not recharge and
‘This mask is made out of worn and scratched rie you may rerollat the start of your next turn.
metal Placing itundemeath a humanoid'sjaw
allows itto easily attach itself, covering their face
below their lips. See
While wearing this mask, you can use your aetion 10
breath a dragon-like breath weapon, =
All creatures in @ 20 foot radius from you must
succeed a DC 14 Constitution Saving Throw,
becoming poisoned for 1 minute and taking 2d6
0Brass Maw or KalzMa
Wondrous item, rare (requires attunement) =
This mask is made out of worn and scratched brass
metal. Placing it underneath a humanoid!’ jaw
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to
breath a dragon-like breath weapon.
All creatures in a 30 foot line from you must
succeed a DC 16 Constitution Saving Throw, falling
unconcious for 1 minute and taking 1d6 fire
damage, or halfas much on a successful one.
Acthe beginning of your next turn you may roll a d6
to recharge the item. On a roll of a 5 or 6 the item
recharges and you may reuse the Breath Weapon.
On a roll of 1 to 4 the weapon does not recharge and
you may re-oll at the start of your next turn,
BRONZE MAW OF KAlZMA
Wondrous item, very rare (requires attunement)
‘This mask is made out of worn and scratched brass
metal. Placing it underneath a humanoid’s jaw
allows it to easily attach itself, covering their face
below their lips.
While wearing this mask, you can use your action to,
breath a dragonlike breath weapon.
All creatures in a 20 foot line from you must
succeed a DC 16 Dexterity Saving Throw, being
pushed back 20 feet and taking 4¢10 lightning
damage, or half as much on a successful one.
At the beginning of your next turn you may roll a d6
to recharge the item. Ona roll of a 5 or 6 the item
recharges and you may re-use the Breath Weapon.
On a roll of | to4 the weapon does not recharge and
you may re-roll at the start of your next turn.
Copper Maw oF KaizMa
Wondrous item, very rare (requires attunement)
This mask is made out of worn and scratched.
copper metal. Placing it underneath a humanoids
anv allows it to easily attach itself, covering their
face below their lips ie
‘While wearing this mask, you can use your action to
breath a dragomlike breath weapon.
All creatures in a 15 foot radius from you must
succeed a DC 14 Constitution Saving Throw, taking
2d8 acid damage and becoming slowed. Stowed é
creatures cant use reactions, their speed is a
and it can't make more than one Attack on it
In addition, the ereature can use either an action or
‘a bonus action on its turn, but not both. These
effects last for 1 minute.
pees Se Ned cic YK
of each ofits turns, ending the effect on itself with a
success, Creatures that succeed the saving throws
only take half damage and are not slowed.
tthe beginning of your next turn you may roll a d6
to recharge the item. On a roll ofa 5 or 6 the item
recharges and you may re-use the Breath Weapon.
na roll of Ito 4 the weapon does not recharge and
‘you may re-rollat the start of your next turn.
GOLD Maw oF KaizMa &
Wondrous item, legendary (requires attunement)
‘This mask is made out of worn and scratched gold
tefl Placing it andereath hie
below their lips.
While wearing this mask, you can use your a
reece ce eal eee
All creatures in a 30 foot cone from you must
succeed a DC 16 Dexterity Saving Throw, taking
1Od6 fre damage and becoming Weakened.
Weakened creatures have disadvantage on
‘Strength-based attack rolls, Strength Checks, and
Saving Throws for 1 minute. Creatures that succeed
the saving throws only take half damage and are not
Perl
At the beginning of your next turn you may roll a d6
to recharge the item. On a roll of a 5 or 6 the item
recharges and you may re-use the Breath Weapon.
‘On a roll of 1 to 4 the weapon does not recharge and
eee et ee your pce tr
jon to
SILVER MAW oF KatzMa
Wondrous item, rare (requires attunement)
‘This mask is made out of worn and scratched silver
‘metal, Placing it underneath a humanoids jaw ¢
allows it to easily attach itself, covering their face
below their lips. While wearing this mask, you can
weapon. 4
Allereatures in a15 foot line from you must.
succeed a DC 14 Constitution Saving Throw,
becoming paralyzed for 1 minute and taking 348 ™
cold damage, or half as much on a successful one. a
a
The creature can repeat the saving throw at the en:
ec turns, ending the effect on itself with a
‘beginning of your next turn you may rollad6
to recharge the item. On a roll of 5 or 6 the item
recharges and you may reuse the Breath Weapon.
On a roll of 1 to the weapon does not recharge and q
‘you may re-oll at the start of your next turn,Encounter
The Old Shortcut
Location: Roadside
Suggested Level: 5 to 10
This encounter could be placed wherever, and
Whenever you want in your campaigns. Though
it is suggested to have this encounter on a road-
side, it could appear anywhere. Have fun with it
and always feel free to change it however you
like,
BACKGROUND
A young brass dragon, Veerox, is prowling for
food in the nearby area, his mate is weak and
about to lay her eggs. However, all the game in
the nearby area has vanished due to his
intimidating presence. So he has become
desperate and hunts for anything he could feed
his mate.
ENCOUNTER SUMMARY
Veerox has laid a trap to an old Shortcut where
he will Sleep Breath an unknowing group of
travellers, deliver them to his den, and feed his
mate. If he fails in pacifying the party, he will
attempt to knock them unconscious. If the party
awakes in the cave, they will need to perform a
skill challenge in order to escape before being
eaten.
INTRODUCTION —
The adventurers come to a blocked part of the
road. Wagons, carriages, and other debris piled
in front of them. A sign reads
“Beware, DRAGONS. No entry”
and next to the pile of debris is a pathway lead-
ing to a smaller road, another sign reads
“Old Shortcut”
A successful DC 12 Intelligence (Investigation)
check will reveal that the writing on the signs is
Jagged and scratched. Regardless of which
direction the party chooses to go, Veerox will be
waiting. >
THE CavE
Ifthe party is brought to the cave, they will be
placed next to the small hoard of 800gp the
dragons have gathered together. Attempting an
escape can go either of two ways; the party may
come up with their own plan of escape, or you
may have them perform a skill challenge. Each
party member decides what they will do to
escape the cave with a DC of 15 for each skill
check. Ifeveryone succeeds, the party escapes
without a trace. If more than half succeed, the
party escapes but Veerox is aware and attempts
to hunt them down later. If more than half fail,
they still escape but an angry Veerox will blast
his fire breath on the escaping party. Ifeveryone
fails, they do not escape and may have to fight
their way out of the cave,
CoNncLUSIONS
The party can attempt an escape from the lait,
but they may also try to help Veerox's mate,
Vorska. A Succ:
from any party member will allow them to help,
and offer Vorska food or aid in her egg-laying. If
they are successful in helping her, the two Drag-
ons will thank them and let them leave
peacefully
ful DC 10 Persuasion checkOtherwordly Patron
The Dragon
Fear above all else, your Patron is a being from
legends, Feared even by the strongest of
monsters, a myth among mortals, The story and
reputation of the Dragon is what grants them
their power. This Draconic being bestows to you
this power so that you may follow in its legacy, or
to serve it until death. Dragons of this sort could
include any form of Ancient Dragon or Dragon
God that could be included in your campaign,
DRAGON EXPANDED SPELL LIST
‘The Dragon lets you choose from an expanded
list of spells when you learn a warlock spell. The
following spells are added to the warlock spell
list for you.
Dracon ExPaNDeD SeLts
Spells
chromatic orb, absorb elements
dragon's breath, alter self
protection from energy,
elemental weapon
4th secret chest, private sanctum
Sth draconic focus, wrath of nature
EYES OF THE MASTER
Starting at 1st level, your eyes are that of a drag-
ons. You gain proficiency in Persuasion or Intim=
idation. If you already are proficient, you instead
gain Expertise in these skills
re
‘Additionally, you learn the value of items at a
glance. You
any magical items, art pieces, jewelry, or gems.
an determine the gold cost value of
WRATH OF THE ANCIENTS,
Starting at 6th level, you can use your action to
invoke the terrifying presence of a Dragon, caus
ing your eyes to glow and the earth beneath you
to tremble. The instant you transform, no crea-
ture can willingly move within 10 feet of you
unless they are immune to being Frightened.
Your transformation lasts for 1 minute and ends
if you move, or until you end it as a bonus action,
Once you use this feature, you cant use it again
until you finish a long rest
LEGENDS FORETOLD
You cast the Draconic Focus at will, addition
itacts as a touch spell in the circumstance of
casting the spell on other creatures.
WRATH OF THE ANCIENTS
When you reach 14th level, you can use your
action to summon a Dragon of challenge rating 9
or lower, which appears in an unoccupied space
that you can see within L00ft. The Dragon disap-
pears at the end of its turn
‘The Dragon is friendly to you and your compan.
ions for the duration. Roll initiative for the
Dragon, which has its own turns. It obeys any
verbal commands that you issue to it (no action
required by you). If you dontt issue any com.
mands to the Dragon, it defends itself from hos-
tile creatures but otherwise takes no actions.
‘Once you use this feature, you cant use it again
until you finish a short or long rest.