Dragon Planet world illustration - Medieval theme
Medieval

Dragon Planet

r
rattingKing

Be a dragon in a world ruled by them. Live in the city or the wild— or be a human.


Author's Note: This world is based on a series im writing. Its to help me try and visualize things. Most names are filler names and not canon. Featured characters are main characters in the book. Humans do not have magic here. Dragons come in different builds, so ive separated them by such. Best to take a look at all the places and races before making a campaign. Mistake made me restart all the locations This is a compact map and not true to the proportions. PS: If you clone this world, please delete the characters and only use it for the races/classes/spells. Since this is something im working on, I do not want my work completely copied. Id also appreciate if you remake the world features if you copy it.
Played55 times
Cloned3 times
Created
134 days ago
Last Updated
6 days ago
VisibilityPublic
Burning Breeze
3

Burning Breeze

Unleash a scorching gust of wind from your mouth or wings, engulfing your enemies in a searing heat. The hot wind burns those caught in its path, dealing fire damage and potentially igniting them.

Cold Breeze
2

Cold Breeze

You conjure a chilling wind that sweeps through the battlefield, freezing your enemies in place. The icy gusts can immobilize foes and deal frost damage, leaving them vulnerable to follow-up attacks.

Wind Missiles
3

Wind Missiles

You conjure a barrage of sharp, concentrated wind missiles that streak towards your enemies, dealing damage and potentially knocking them back. The wind missiles are difficult to evade, making them a formidable attack against foes caught in their path.

Cloudy Terrain
2

Cloudy Terrain

You exhale a thick cloud of mist that obscures vision in a 30-foot radius around you. All creatures within the area have disadvantage on Wisdom (Perception) checks that rely on sight, and ranged attacks made into or out of the area are made at disadvantage.

Whirly Blow
2

Whirly Blow

You unleash a powerful gust of wind, creating a swirling tornado that can either sweep away an enemy or produce enchanting melodies from air instruments. The tornado can be directed to push a creature back or to create a sound.

Shadow Clouds
3

Shadow Clouds

A thick, shadowy fog billows from your mouth, enveloping a designated area in darkness. Creatures within the fog are blinded and must navigate through the obscured terrain, making it difficult for them to act effectively.

Thorny Body
2

Thorny Body

You envelop yourself in thorny vines that pierce anyone who comes into contact with you. Any creature that touches you or hits you with a melee attack takes piercing damage from the thorns.

Green Fang
1

Green Fang

You bite a target with your fangs, planting magical seeds within them that sprout and grow rapidly, causing internal damage and potential effects based on the type of seeds planted. The target must succeed on a Constitution saving throw or take damage and suffer additional effects as the seeds take root.

Icy Jet
3

Icy Jet

You unleash a powerful jet of icy water from your mouth, striking a target with chilling force. The target must make a saving throw or suffer cold damage and be slowed by the freezing water.

Bubbling Jet
3

Bubbling Jet

You unleash a jet of scalding hot water from your mouth, targeting a creature within range. The water deals damage and may cause additional effects based on the target's saving throw.

Water Missiles
3

Water Missiles

You unleash a barrage of pressurized water missiles at a target from your mouth, dealing damage and potentially knocking them back. The force of the water can disrupt concentration and cause disorientation.

Smoke Clouds
2

Smoke Clouds

You exhale a thick, choking smoke that fills a 20-foot radius sphere centered on a point you choose within range. Creatures within the area must succeed on a Constitution saving throw or be blinded and take poison damage, halved on a successful save. The smoke heavily obscures the area, making it difficult for creatures to see or navigate through it.

Frost Clouds
3

Frost Clouds

You exhale a dense cloud of frost that envelops a 20-foot radius sphere centered on a point you choose within range. Enemies caught in the cloud must make a Constitution saving throw or take cold damage and have their vision obscured, reducing their sight range by half for the duration.

Ice Claw
2

Ice Claw

You coat your claws in a layer of ice, extending their reach and enhancing their lethality. The icy claws deal both cold and slashing damage, allowing you to strike with chilling precision.

Ice Fang
2

Ice Fang

You channel the power of ice to elongate your fangs, allowing you to bite down on a foe with chilling ferocity. The icy bite not only deals damage but also has a chance to freeze the target in place, hindering their movement.

Flame Claw
2

Flame Claw

You imbue your claws with fiery energy, allowing you to slash at a target with searing flames. The target takes fire damage and may catch fire, suffering additional damage over time.

Fire Fang
2

Fire Fang

You imbue your fangs with searing flames, allowing you to bite a target and inflict both piercing and fire damage. The target suffers additional burning damage as the flames sear their flesh upon impact.

Explosive Gas
3

Explosive Gas

You exhale a cloud of volatile gas that fills a 20-foot radius sphere centered on a point you choose within range. The gas remains in place until ignited by fire or sparks, causing a massive explosion that deals damage to all creatures within the area.

Fire Sparks
0

Fire Sparks

A small burst of magical energy erupts from your mouth, sending forth a shower of sparks that can ignite flammable objects. The sparks can illuminate dark areas and set fire to materials such as paper, cloth, or dry grass.

Iron Claw
3

Iron Claw

You channel draconic magic to envelop your claws in a shimmering layer of metal. When you strike a target, your metallic claws deal slashing damage and may reduce their armor class temporarily, making them more vulnerable to subsequent attacks.

Bubbly Hiss
3

Bubbly Hiss

You unleash a bubbly roar that sends forth bubbles of boiling water at nearby enemies, causing burns and disorienting them. The scalding water splashes in a 15-foot cone, dealing damage and potentially inflicting a burn effect.

Shadow Song
3

Shadow Song

Unleash a powerful roar that causes shadows to engulf the battlefield, plunging it into darkness. Enemies within the area must contend with the oppressive gloom, suffering from disorientation and fear as the shadows twist and writhe around them.

Windy Wail
3

Windy Wail

You unleash a powerful roar that conjures a fierce gust of wind, pushing back all enemies in a cone in front of you. The force of the wind can knock creatures off their feet and disrupt their actions, creating an opening for your allies.

Electric Shell
7

Electric Shell

You summon a powerful charge of electricity, creating a protective shell of lightning around yourself. This shell zaps nearby enemies, dealing damage while providing a barrier against incoming attacks.

Rocky Rumble
3

Rocky Rumble

You unleash a powerful roar that reverberates through the ground, causing tremors that knock enemies off their feet. All creatures within a 30-foot radius must make a saving throw or be knocked prone and take 2d6 bludgeoning damage.

Poisonous Hiss
3

Poisonous Hiss

You unleash a powerful roar, accompanied by a spray of acidic spit that targets your enemies. Any creature caught in the area of effect must make a saving throw or suffer the effects of poison damage and become poisoned for a duration.

Grass Song
3

Grass Song

You unleash a powerful roar that resonates through the battlefield, causing enemies within range to feel a sudden drop in their defenses. The sound waves disrupt their focus, making them more vulnerable to attacks for a short duration.

Electrifying Cry
3

Electrifying Cry

You unleash a powerful roar that resonates with electrical energy, stunning all enemies within range. Those affected must make a saving throw or be stunned for one round, taking additional lightning damage if they fail.

Fiery Roar
3

Fiery Roar

Unleash a powerful roar that engulfs enemies in front of you with searing flames, causing them to suffer burns and panic. The roar echoes with the fury of fire, igniting the battlefield and instilling fear in those who hear it.

Magic Cover
3

Magic Cover

You shroud yourself in an acidic magenta cloud of magic that emanates from your mouth, expanding outward in a 10-foot radius. Creatures within the cloud must navigate through the corrosive mist, suffering damage and potential hindrances to their actions.

Flashlight
0

Flashlight

You summon a radiant light at the back of your throat, illuminating the area in front of you. This light can pierce through darkness, revealing hidden objects and creatures within its range.

Flash
0

Flash

You conjure a brilliant flash of magenta light in your mouth that illuminates the area around you, granting you brief darkvision or blinding an enemy. For a moment, you can see clearly in darkness, or you can choose to dazzle an opponent, causing them to be blinded until the end of their next turn.

Magic Tail
2

Magic Tail

You imbue your tail with arcane energy, allowing you to strike a creature with a magical attack. On a hit, the target takes damage and may suffer additional magical effects based on the spell's potency.

Magic Claw
2

Magic Claw

You imbue your claws with arcane energy, allowing you to slice at a target with enhanced precision and power. The magical essence enhances your attack, dealing additional damage and potentially causing lingering magical effects.

Magic Fang
1

Magic Fang

You imbue your fangs with raw magical energy, enhancing your bite attack. When you successfully bite a target, the magic-infused fangs deal additional damage and may impose a magical effect based on the type of magic used.

Magic Blast
6

Magic Blast

Unleash a concentrated blast of arcane energy from your mouth, striking a target with devastating force. This spell channels raw magical power, dealing significant damage upon a successful hit.

Icy Terrain
2

Icy Terrain

You exhale a chilling breath that coats the ground in a layer of ice, creating a treacherous surface. The area becomes difficult terrain, causing creatures to make Dexterity saving throws or fall prone as they navigate the jagged ice.

Poisonous Cover
3

Poisonous Cover

You exhale a thick cloud of toxic gas that obscures vision and poisons any creature within its area. The cloud lingers for a duration, creating a hazardous environment for those caught inside.

Stormy Cover
3

Stormy Cover

You conjure a swirling mass of stormy clouds that envelops a designated area on the battlefield. The clouds obscure vision and create an electric atmosphere, shocking any creature that enters or starts its turn within the area.

Poisonous Cloud
3

Poisonous Cloud

You exhale a thick cloud of toxic gas in a 20-foot radius sphere centered on a point you choose within range. Creatures that enter the cloud or start their turn there must make a Constitution saving throw or become poisoned for the duration, taking poison damage at the start of each of their turns.

Stormy Weather
4

Stormy Weather

You summon a chaotic storm that unleashes random bolts of lightning across the battlefield. Each creature within the area must make a saving throw or take lightning damage, with the storm's intensity increasing with your spellcasting ability.

Flaming Terrain
3

Flaming Terrain

You ignite the ground in a designated area, creating a fiery landscape that burns anyone who stands within it. The flames persist for the duration, causing continuous damage to creatures caught in the inferno.

Dark Terrain
2

Dark Terrain

You envelop the battlefield in shadows, creating an area of darkness that obscures vision and hampers enemy movement. Enemies within the darkened area must succeed on a Wisdom saving throw or have disadvantage on attack rolls and perception checks while in the area.

Windy Terrian
3

Windy Terrian

You summon powerful winds that swirl chaotically in a designated area, making movement difficult for all creatures within. The winds shift direction erratically, imposing disadvantage on Dexterity saving throws and forcing creatures to make a Strength saving throw to move more than half their speed.

Slippery Terrain
2

Slippery Terrain

You conjure a wave of water that floods the ground in a designated area, creating a slippery surface. Creatures within the area must succeed on a Dexterity saving throw or fall prone and have their movement speed halved until the end of their next turn.

Rocky Terrain
3

Rocky Terrain

You create a field of sharp, jagged rocks that sprout from the ground in a designated area. Any creature that moves through this area takes piercing damage.

Thorny Vines
2

Thorny Vines

You conjure thick, thorny vines that spread across the ground in a designated area, creating a hazardous terrain. Any creature that moves through the affected area takes piercing damage from the sharp thorns.

Frost Cover
2

Frost Cover

You envelop yourself in a chilling frost that obscures your form, granting you advantage on Dexterity (Stealth) checks and imposing disadvantage on attack rolls against you. The frost creates a 10-foot radius of icy mist that lasts for the duration, making it difficult for enemies to pinpoint your location.

Earthquake
8

Earthquake

You unleash a powerful tremor that shakes the ground in a wide area, causing structures to collapse and enemies to lose their footing. The ground quakes violently, creating fissures and causing debris to fall, making the battlefield treacherous for all.

Scratch
0

Scratch

You unleash a flurry of claw strikes at a target, slicing through their defenses with your sharp talons. The attack is swift and precise, dealing damage based on your ferocity and skill.

Bite
0

Bite

You channel your primal instincts and unleash a ferocious bite at your foe, using your fangs to inflict damage. The target must succeed on a saving throw or suffer additional effects based on the outcome.

Iron Tail
2

Iron Tail

You channel the power of earth and metal to reinforce your tail, allowing you to deliver a powerful slam to your foe. The impact deals significant damage and may leave the target stunned if they fail to resist the force of your strike.

Thorny Tail
2

Thorny Tail

You conjure thorny vines that wrap around your tail, allowing you to strike an enemy with a powerful whip-like motion. The thorns deal piercing damage and can ensnare the target, potentially hindering their movement.

Plant Wall
5

Plant Wall

You conjure a wall of dense, interwoven plants that rises from the ground, creating a formidable barrier. The wall is 10 feet tall, 20 feet wide, and 1 foot thick, providing cover and obstructing movement through the area.

Wall of Stone
4

Wall of Stone

You conjure a solid wall of stone in a location you can see within range. The wall can be up to 10 feet high, 20 feet long, and 1 foot thick, providing cover and blocking movement.

Mist Cover
2

Mist Cover

You envelop yourself in a thick mist of water vapor that obscures your form and dampens sound. While shrouded in this mist, you gain advantage on Dexterity (Stealth) checks and attackers have disadvantage on attack rolls against you.

Smoke Cover
2

Smoke Cover

You exude a thick, dark smoke from your pores, enveloping yourself in a shroud that obscures your presence. This cloud of smoke provides concealment and can confuse enemies, making it harder for them to target you accurately.

Iron Scales
6

Iron Scales

You magically enhance your scales, granting them the toughness of iron. For the duration of the spell, your AC increases by 2, and you gain resistance to slashing, piercing, and bludgeoning damage.

Wind Blade
1

Wind Blade

You unleash a sharp gust of wind from your mouth, creating a slicing blade of air that cuts through enemies in a straight line. All creatures in the path of the wind blade must make a saving throw or take slashing damage, representing the razor-like edge of the wind.

Wall of Fire
4

Wall of Fire

You conjure a blazing wall of fire that stretches up to 30 feet long, 10 feet high, and 1 foot thick. The wall can be oriented in any direction you choose and lasts for the duration, dealing damage to creatures that pass through it or end their turn adjacent to it.

Icey Wail
3

Icey Wail

The caster unleashes a chilling roar that resonates through the battlefield, freezing enemies in place for one turn. Those caught in the sound wave must brace themselves against the frigid energy or risk being immobilized by the intense cold.

Ice Wall
3

Ice Wall

You conjure a thick wall of ice that rises from the ground, creating a barrier between you and your foes. The wall is 10 feet high, 1 foot thick, and can be shaped to fit the terrain, blocking movement and line of sight.

Cloud Cover
2

Cloud Cover

The caster envelops themselves in a thick, cloud-like fog that obscures their location from sight. This magical mist provides concealment, making it difficult for enemies to target the caster and allowing for stealthy movement.

Plant Sword
6

Plant Sword

You conjure a sword made of living plants, which can be wielded as a melee weapon. The sword deals slashing damage and has the ability to entangle foes on a hit, restraining them for one turn.

Bindings
5

Bindings

You summon thick, magical vines that ensnare a target within range, restraining their movement and hindering their actions. The vines can also deal damage to the target if they attempt to escape.

Essence Drain
4

Essence Drain

The caster channels the life force of nearby plants to siphon health from a target enemy. The caster regains half of the hit points drained from the enemy, rejuvenating themselves with the essence of nature.

Plant Whip
3

Plant Whip

You conjure and control nearby plants or vines, using them to lash out at your enemies. The vines strike with a force that can ensnare and damage foes, making them vulnerable to further attacks.

Green Claw
1

Green Claw

You slash at a target with your claws, delivering magical seeds into their wounds. These seeds will sprout and grow, dealing damage over time as they take root within the target's body.

Pesticide
0

Pesticide

The caster exhales a noxious green mist that fills a 20-foot radius sphere centered on a point within range. Small creatures, such as insects, must make a Constitution saving throw or take poison damage and be incapacitated for 1 round, while small mammals suffer irritation, taking half damage and being poisoned for 1 round.

Leaf Blades
2

Leaf Blades

Harnessing the natural energy of the surrounding flora, the caster transforms leaves and blades of grass into sharp projectiles. These magical blades can slice through the air, targeting up to three enemies in a single casting, dealing slashing damage upon impact.

Potent Health Venom
5

Potent Health Venom

A dragon infuses a target with magical energy, restoring vitality and invigorating their spirit. The target regains 50% of their maximum hit points, as the dragon's potent magic courses through their veins.

Healing Venom
3

Healing Venom

The dragon channels its innate magic to inject a potent healing venom into a target, restoring vitality and cleansing basic ailments. The target regains 25% of their maximum hit points and is cured of conditions such as poison, paralysis, and blindness.

Scorching Flames
3

Scorching Flames

You unleash a powerful jet of fire from your mouth, capable of melting metal and igniting flammable objects. The intense heat creates a line of flames that scorches everything in its path, leaving a trail of destruction.

Smoke
0

Smoke

The caster expels a thick cloud of smoke from their mouth or nose, filling the surrounding area with a dense fog. This smoke obscures vision and can help conceal creatures within its confines, providing cover in tight spaces.

Ice Tail
5

Ice Tail

You coat your tail in a thick layer of ice, enhancing its striking power. When you smash your icy tail against a foe, it deals cold damage and may slow their movement.

Toxic Tail
4

Toxic Tail

You coat your tail in a potent toxic poison, allowing you to strike a creature with it. On a successful hit, the target must make a saving throw or suffer poison damage and additional effects based on the outcome.

Lightning Tail
5

Lightning Tail

You channel crackling energy into your tail, enhancing your physical strike with a surge of lightning. When you slam your tail against a foe, it deals both bludgeoning and lightning damage, stunning them momentarily if they fail to resist the shock.

Lightning Missiles
7

Lightning Missiles

You conjure short bursts of concentrated lightning that shoot towards your enemies. Each missile strikes with precision, dealing electrical damage and potentially stunning the target.

Lightning Body
6

Lightning Body

You envelop yourself in crackling electricity, creating a field of lightning that arcs out to nearby foes. Any creature that starts its turn within 10 feet of you takes lightning damage as the energy discharges around you.

Crack
5

Crack

You unleash a thunderous sound that reverberates through the air, deafening all creatures within range. The sudden noise can disrupt concentration and cause panic among foes, leaving them vulnerable to your next move.

Lightning
4

Lightning

Unleash a powerful bolt of lightning from your mouth, striking a target with electrifying force. The target must make a saving throw or suffer severe electrical damage, with a chance to be stunned.

Volt Claw
3

Volt Claw

You channel crackling lightning energy into your claws, enhancing your slashing attacks with electric power. When you strike a target, the claws deal additional lightning damage, and the target must succeed on a saving throw or become stunned for a brief moment.

Volt Fang
2

Volt Fang

The caster channels electrical energy into their fangs, allowing them to deliver a shocking bite to a target. Upon biting, the target must make a saving throw or suffer additional electrical damage from the surge of energy.

Bolt
1

Bolt

A small bolt of lightning shoots forth from your mouth, striking a target within range. On a hit, the target must make a saving throw or become temporarily paralyzed, unable to move or take actions for a short duration.

Shadow Jump
7

Shadow Jump

This spell allows the caster to teleport from one shadow to another within their line of sight. When used in conjunction with the Shadow Cloak spell, the caster becomes invisible during the jump, enhancing their stealth capabilities.

Fear Grab
6

Fear Grab

You reflect the deepest fears of those around you, causing anyone who looks at you to be filled with terror. Creatures within range must make a Wisdom saving throw or become frightened for the duration, experiencing vivid hallucinations of their worst nightmares.

Darken Blood
5

Darken Blood

By biting your foes, you infuse your magical saliva into their bloodstream, causing their blood to darken and become toxic. The target suffers from severe poisoning, taking damage over time as their body struggles to expel the darkened blood.

Shadow Cloak
4

Shadow Cloak

You become one with the shadows, allowing you to blend seamlessly into dimly lit areas. While cloaked in shadow, you gain advantage on Stealth checks, but moving into bright light ends the spell immediately.

Shadow Tail
3

Shadow Tail

You envelop your tail in a shroud of darkness, allowing you to strike at your enemies with a shadowy attack. The darkness lingers, causing additional effects based on the target's response to the strike.

Shadow Claw
2

Shadow Claw

You shroud your claws in dark energy, allowing you to slash at a target with enhanced ferocity. The attack deals necrotic damage and has a chance to inflict fear on the target, causing them to hesitate in their next action.

Dark Bite
1

Dark Bite

The caster shrouds their teeth in a veil of darkness, allowing them to bite their target with a surge of shadowy energy. This attack not only deals damage but also has a chance to instill fear in the target, causing them to hesitate in their next action.

Dark Mist
0

Dark Mist

A swirling dark fog emanates from your mouth, enveloping you and nearby allies in a shroud of obscurity. This mist provides concealment in enclosed spaces, making it difficult for enemies to target you and your companions.

Acidic Spit
6

Acidic Spit

You unleash a torrent of corrosive acid from your mouth, targeting a creature or object within range. The acid eats away at flesh, metal, and stone, causing significant damage and potentially corroding armor or weapons.

Toxic Body
5

Toxic Body

You exude a noxious poison from your pores, coating your body in a toxic aura. Any creature that bites you while this spell is active must make a saving throw or become poisoned for the duration.

Toxic Claw
4

Toxic Claw

You coat your claws in a potent poison, enhancing your melee attacks. When you slash at a foe, the target must make a saving throw or suffer additional poison damage and become poisoned for a short duration.

Toxic Blood
3

Toxic Blood

You imbue your blood with magical toxins, causing it to become harmful to anyone who bites or ingests it. Any creature that successfully bites you must make a Constitution saving throw or take poison damage and become poisoned for a duration.

Toxic Fang
2

Toxic Fang

You coat your fangs in a potent toxic magic, allowing you to deliver a venomous bite that poisons your target. Upon a successful bite attack, the target must make a saving throw or suffer ongoing poison damage.

Toxic Plume
1

Toxic Plume

You exhale a toxic, purple, sparkly mist in a 15-foot cone. Creatures within the area must make a Constitution saving throw or take poison damage and become poisoned 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.

Toxic Spit
0

Toxic Spit

You unleash a slightly toxic, sparkly liquid from your mouth that splashes onto your target. The liquid causes minor damage and can be easily cured with anti-toxins, making it more of a nuisance than a true threat.

Ice Body
6

Ice Body

You encase your body in a thick layer of sharp ice, providing protection and dealing damage to any creature that strikes you in melee. The ice can also be used to make a melee attack against a creature within reach, dealing piercing damage.

Ice Ball
6

Ice Ball

You unleash a sphere of razor-sharp ice from your mouth, hurling it at a target. Upon impact, the ice explodes, dealing damage and potentially slowing the target's movement.

Ice Jet
4

Ice Jet

You unleash a powerful jet of ice from your mouth, striking a target with chilling force. The icy blast can freeze the target in place, hindering their movement and dealing cold damage.

Cold Chill
3

Cold Chill

A dense, chilling mist is sprayed from the caster's mouth, enveloping the area in a frigid fog. Creatures that come into contact with the mist are slowed and begin to suffer from Frostbite, taking cold damage and experiencing reduced movement.

Frost Bite
2

Frost Bite

You unleash a chilling breath of frost before delivering a biting attack to your foe. The area where you bite becomes encased in ice, hindering movement and causing additional cold damage.

Icicle
1

Icicle

You conjure a sharp icicle that remains frozen for one hour. You can hurl it at a target, dealing cold damage upon impact.

Wind Stream
6

Wind Stream

You manipulate the winds around you, creating a powerful stream of air that allows you to fly swiftly or push enemies away. You can choose to ride the stream, gaining increased mobility, or unleash a gust that forces foes back, disrupting their positions.

Whirlwind
5

Whirlwind

You summon two small tornadoes using your wings and magic, hurling them at a target. Each tornado deals damage and can knock the target prone if they fail a saving throw.

Wind Ball
4

Wind Ball

The caster exhales a concentrated ball of air that travels towards a target. Upon impact, it explodes with a gust of wind, pushing the target backward and potentially knocking them off balance.

Wind Jet
3

Wind Jet

A powerful jet of wind erupts from the caster's mouth, forcefully pushing back all creatures directly in front of them. The wind slices through the air, dealing slashing damage to those caught in its path.

Flap
1

Flap

The caster flaps their wings, conjuring a powerful gust of wind that pushes enemies back, disrupting their positions and potentially knocking them prone. This spell can be used to create distance between the caster and their foes, or to scatter a group of enemies.

Grow
5

Grow

By dripping your magic onto plants, you accelerate their growth, causing them to flourish rapidly. This spell can transform a barren patch of land into a lush garden in mere moments, providing food, cover, or even a natural barrier.

Crunch
4

Crunch

You channel your magical energy to enhance your bite, allowing you to crush through stone and other hard materials with ease. For the duration of the spell, your bite attack deals additional damage and can break through barriers that would normally be impervious to physical attacks.

Rock Blast
3

Rock Blast

You create hollow stones in your mouth and hurl them at a target. Upon impact, the stones explode, dealing damage to the target and potentially affecting nearby creatures.

Rock Meld
2

Rock Meld

You spit forth a magical essence that fuses two pieces of rock together, creating a solid bond that enhances their durability. The fused rock can be used as a makeshift weapon or as a building material, gaining additional properties based on the types of rock melded.

Rock Break
1

Rock Break

Harnessing the raw power of stone, the caster channels their magic into a physical attack that shatters rock or bone. With a swift motion, they strike their target, causing devastating damage and potentially breaking their defenses.

Dig
0

Dig

The caster uses their claws infused with magic to quickly burrow into the earth, allowing them to move underground for a short duration. While buried, they can navigate through the soil, evading detection and preparing for a surprise attack or escape.

Scald
8

Scald

You unleash a jet of scalding hot water from your mouth, targeting a creature within range. The water burns the target, causing severe pain and potential lasting damage.

Icy Cold
7

Icy Cold

A blast of ice-cold water erupts from your mouth, striking a target with chilling force. On a hit, the target takes cold and force damage, and their movement speed is reduced until the end of their next turn.

Slick Skin
6

Slick Skin

You cover your body with a thin layer of water, making it difficult for enemies to grip or hold onto you. This spell grants you advantage on checks to escape grapples and imposes disadvantage on attack rolls against you that rely on physical contact.

Water Blade
5

Water Blade

You conjure a blade of high-velocity water and fling it at a target, slicing through flesh and armor alike. The water blade travels swiftly, dealing damage as it cuts into the enemy.

Water Manipulation
4

Water Manipulation

You harness the elemental power of water, allowing you to manipulate existing water in your vicinity. You can create waves, form barriers, or even shape water into simple objects, providing both utility and tactical advantages in various situations.

Water Ball
3

Water Ball

You conjure a sphere of water and hurl it at a target. Upon impact, the sphere explodes, drenching the area and potentially knocking back nearby creatures.

Water Jet
2

Water Jet

Unleash a powerful jet of water from your mouth, striking a target with incredible force. The water blast can knock back foes and potentially extinguish flames.

Bubble
1

Bubble

You unleash a stream of magical bubbles from your mouth that float towards a target. Upon impact, each bubble explodes, dealing slight scalding damage to the target and potentially affecting nearby creatures.

Mist
0

Mist

A simple spell that conjures a thick cloud of water mist from the caster's mouth, obscuring vision and creating a damp atmosphere. While it has little practical use on its own, it serves as a foundational technique for more advanced water magic.

Fire Missiles
3

Fire Missiles

You conjure a series of short bursts of fire that shoot towards your enemies. Each missile deals both force and fire damage, exploding on impact and igniting the area around the target.

Flame Tail
4

Flame Tail

You ignite your tail in flames, allowing you to strike a target with a fiery attack. The flames deal damage and may leave the target burning for additional damage over time.

Welders Flame
6

Welders Flame

A concentrated jet of fire erupts from your mouth, capable of melting and fusing metal with ease. This spell is often used by artisans and combatants alike to create or destroy with precision.

Gust
0

Gust

You unleash a powerful gust of wind from your mouth, pushing back all enemies in a cone in front of you. The force of the wind can knock creatures off their feet and disrupt their actions.

Drip
0

Drip

A sinister spell that channels toxic magic through the caster's fangs, causing corrosive damage to anything it touches. The magic seeps into the bloodstream, leading to devastating effects on the target's health and vitality.

Frost
0

Frost

You exhale a chilling mist that envelops your enemies in frost, causing them to suffer from frostbite. Any creature caught in the mist must make a saving throw or take cold damage and become slowed as they struggle against the freezing air.

Spark
0

Spark

You unleash small sparks of electricity from your mouth, illuminating the area around you or igniting flammable materials. This spell can be used to provide dim light in a 20-foot radius or to start a fire in a flammable object within range.

Fire Ball
2

Fire Ball

You unleash a fiery ball of flames from your mouth, hurling it at a target. Upon impact, it explodes in a burst of fire, dealing damage to all creatures in the area.

Flame Body
5

Flame Body

You envelop your body in magical flames, granting you resistance to fire damage and dealing fire damage to any creature that touches you. The flames flicker and dance around you, illuminating the area and creating a fearsome presence.

Flame Jet
1

Flame Jet

Unleash a powerful jet of flames from your mouth, targeting a creature within range. The flames deal fire damage and may ignite the target, causing additional damage over time.

Flame
0

Flame

A small flame exits the caster's mouth, capable of igniting flammable materials or providing a small source of light. This is the first fire spell learned by young dragons, often used for lighting campfires or roasting marshmallows.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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