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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 0 Brass 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 check Otherwordly 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.

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