TEXT: EN World EN5idEr | Gifts of the Dragon
  I
  n a world filled with gods, 
  what would bring people to 
  worship dragons? Though the great 
  kingdoms of the world have ac-
  cepted the gods of dragonkind into 
  their pantheons, the fur-draped 
  folk of the frigid north still worship 
  living, breathing dragons as gods 
  incarnate. When winter grows un-
  bearably cold and impossibly dark, 
  what better way to survive than to 
  become like the dragons, who can 
  withstand any element? 
  Gifts
  of the
  Dragon
   
  writing Josh Gentry
   color art Sade
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  
  Gifts of the Dragon | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  Whether one embraces dragons as living gods or 
  curses them as tyrants, dragons inspire fear, wonder, 
  and envy—and those whose fates are intertwined 
  with dragonkind can taste their power with the 
  new character options, like background details, en-
  vironmental objects, and boons, contained within.
  Marked by the Dragon
  Both dragon cultists and dragonslayers often pres-
  ent affects and motivations that reflect life in the 
  shadow of dragons. GMs can draw from this sec-
  tion to create NPCs, and players can also use these 
  traits to flesh out dragon-associated characters. 
  Appearance
  1d6
  Feature
  1
  Terrible scarring disfigures half of face
  2
  Hair is long and spikey. When emotional it 
  stands on end, forming a ridge.
  3
  Dragonish tattoo or piercings, Fangs, wings, 
  bones, or a draken sigil (see below).
  4
  Personal dress shows a lot of skin. Emits an aura 
  hot as a stove.
  5
  Eyes have a cunning glow. Fiery amber, 
  serpentine green, or icy blue.
  6
  Robust and heavy breathing. Almost seems to 
  exhale steam.
  EN
  EN
  Publishing
  Publishing
  ™
  Bond
  1d8
  Feature
  1
  A dragon fanatic, but has never actually met or 
  even seen one. 
  2
  A relative was famously eaten by a dragon. They 
  know the dragon’s name.
  3
  Lone survivor of a dragon attack.
  4
  Kidnapped by a dragon cult.
  5
  Gave up everything to worship dragons.
  6
  Member of a long-lost draconic line.
  7
  Member of a dragonslayer dynasty.
  8
  Clan has a pact with a local dragon.
  Flaw
  1d6
  Feature
  1
  Fear of dragons lay heavily on their spirit.
  2
  Will risk life and limb to get a closer look at 
  dragonkind.
  3
  Fanaticism blinds them to everyday concerns.
  4
  Paternalism. Those I protect must do as I say.
  5
  I will take everything my enemies hold dear.
  6
  Hatred for all scaled beings.
  Equipment
  1d6
  Feature
  1
  Weapon blades jagged like dragons’ teeth
  2
  Item constructed from bones and sharp teeth
  3
  Clothing features draconic stitchwork motif
  4
  A vial of dragon’s blood
  5
  Scroll describing the genealogy of a local dragon 
  or dragonborn dynasty
  6
  Dragonvein agate that glows when a true dragon 
  or a dragonvein is within 5 miles. Made into a 
  ring, pendant, or pommel. 
  Engaging with Dragons
  Appeasing a dragon usually entails occult worship 
  or general submission, or any time one ritually ob-
  serves the dragon as religious or political sovereign. 
  Examples include:
  •	 Offering a whole burnt offering of livestock or a 
  humanoid at a draconic shrine. 
  •	 Offering a beautiful youth as a living sacrifice.
  •	 Delivering notable treasure to the dragon’s lair. 
  •	 Pledging personal religious or military service to 
  the dragon.
  Dragonslayers and the like likewise obtain draconic 
  favor, by enacting these rituals in reverse (destroy-
  ing shrines, saving captives, liberating treasure). This 
  represents the heroes encroaching on dragonkind’s 
  mystical territory and stealing their power.
  
  EN World EN5idEr | Gifts of the Dragon
  Environmental Objects
  When players are exploring a wilderness scene and 
  you want to add a dose of fey flavor, roll on this 
  table and add the appropriate object to the scene.
  Random Draconic Object
  1d6
  Random Object
  1
  Draken Sigil
  2
  Draconic Obelisk
  3
  Vassal Reliquary
  4
  Dragonvein
  5
  Petrified Fundamentum
  6
  Roll twice; ignore additional results of 6
  Draken Sigil
  Spellcasting dragons use sigils to spread their mark 
  their domain. Each dragon has their own unique 
  sigil, which can be as small as a human handprint, 
  perfect for a cultic shrine; or they may be vast, like 
  a forest, mountain, or cave system shaped in the 
  rune’s image.
  A spellcasting dragon can cast scrying on any 
  creature, object, or surface that bears its draken 
  sigil as a ritual. Any knowledge gained from a divi-
  nation spell cast within the line of sight (or within) 
  a draken sigil is also revealed to the dragon, includ-
  ing the name and appearance of the creature who 
  cast the spell.
  Draconic Obelisk
  These tall stone monuments record the triumphs of 
  a specific dragon, as told from the perspective of 
  their cult worshipers. The inscription is a combina-
  tion of pictograms and Draconic poetry, in which 
  are encoded spells suitable for the dragon cult’s 
  arcanists. Recorded on the obelisk are 1d6 wizard 
  spells, with a total of 3d6 spell levels. A wizard 
  that speaks Draconic can copy these spells into a 
  spellbook.
  Vassal Reliquary
  This Large crystal—some enchanted form of ice, 
  fire, or another element—contains within it a 
  preserved, living humanoid. When dragons find 
  a worthy vassal or an interesting foe, the dragon 
  can use a secret spell to modify its breath weapon 
  to preserve a humanoid for a later date, instead of 
  killing it. 
  The reliquary has AC 19, and 50 hit points, and a 
  damage threshold of 15. It is instantly destroyed if 
  it takes any damage from a dragon or dragonborn’s 
  Breath Weapon. Destroying the reliquary does not 
  harm the humanoid within. Once the reliquary 
  is destroyed, the humanoid contained within re-
  mains unconscious for 1 minute, after which point 
  it awakens and gains the benefits of completing a 
  long rest. 
  Dragonvein 
  A dragonvein appears at first to be a clearing with 
  a distinctive environmental feature, like a tar 
  pit, geyser, or dragon skeleton, but a creature that 
  casts identify on the vein or succeeds on a DC 15 
  Intelligence (Arcana) check can sense powerful 
  elemental energy within. A dragonvein is created 
  when an ancient dragon dies, and a fraction of their 
  consciousness lingers in the environment for gen-
  erations to come. The soil around a dragonvein is 
  plentiful with dragonvein agates.
  A dragonvein contains commune with nature and 
  one spell from the following: conjure elemental, con-
  trol weather, or move earth, and a character that can 
  identify the spells within can tap into the dragon-
  vein’s powers and utilize them to shape the world 
  around it. A true dragon, dragonborn, Draconic 
  Bloodline sorcerer, or a druid can use an action to 
  beckon the dragonvein to cast one of its contained 
  spells. The beckoning creature makes a DC 18 
  ability check using Constitution or their spellcast-
  ing ability (beckoner’s choice). On a success, the 
  dragonvein immediately casts the contained spell 
  of the beckoner’s choosing; all spell benefits and 
  effects are under the beckoner’s control, but the 
  dragonvein maintains concentration. On a failure, 
  the beckoner takes 17 (5d6) necrotic damage as the 
  dragonvein rebukes them.
  Once a spell has been cast from the dragonvein, 
  that spell cannot be cast for 1d10 days. 
  
  Gifts of the Dragon | EN World EN5idEr
  Petrified Fundamentum
  A dragon’s heart, crystallized in the elemental 
  energy it breathed in life. When true dragons are 
  afforded proper burial—a rare luxury—the es-
  sence of the dragon’s elemental organ seeps out and 
  crystallizes around its heart over the course of a 
  century. The size and power of a petrified fundamen-
  tum depends on the deceased dragon’s age.
  Wyrmling. Fist-sized wondrous item, rare. Re-
  quires attunement. Attuned character deals +1 
  damage when dealing damage of the deceased 
  dragon’s breath weapon’s damage type. Said spells 
  and breath weapon DCs also receive a +1 bonus.
  Young. Tiny-sized wondrous item, very rare. 
  Same as wyrmling, except the bonuses are +3.
  Adult or Ancient. Small-sized wondrous item, 
  legendary. Same as young, except for the following. 
  While attuned, you have resistance to the damage 
  type of the deceased dragon’s breath weapon. Ad-
  ditionally, you can touch the fundamentum to regain 
  a spent spell slot. Once used, this property cannot 
  be used again until the next dawn.
  Draconic Plot Generator
  GMs can use the tables in this section to synthesize 
  an entire draconic campaign. Utilizing just a few 
  tables can add depth to a draconic enemy, or fill in 
  blank spaces in the narrative.
  Dragon Age
  1d10 Age
  1–3
  Young
  4–7
  Adult
  8–9
  Ancient
  10
  Two dragons work together. Roll twice on 
  this table; ignore additional rolls of 6 and 
  duplicates. Also roll twice on the Type table
  Dragon Type
  1d6
  Type
  1–2
  Chromatic (Evil)
  3–4
  Metallic (Good)
  5
  Gem (Neutral)
  6
  Dragonkin (dragon turtle, faerie dragon, etc.)
  Dragon’s Ambition
  1d6
  Ambition
  1–2
  Dominate or Obtain
  3–4
  Destroy
  5
  Infiltrate or Befuddle
  6
  Uplift or Promote
  Dragon’s Target
  1d10 Target
  1–2
  A nearby village
  3–4
  A nearby city
  5
  A kingdom
  6
  A guild
  7
  A royal bloodline
  8
  Religious order
  9
  A site of magical, holy, or profane power
  10
  Another dragon
  With the Help of...
  1d10 Assistance
  1–3
  A barbaric horde
  4–6
  An insidious cult
  7
  Local nobility
  8
  A mighty champion
  9
  An ancient relic or a mighty ritual
  10
  A mighty fiend, fey, or celestial
  Dragon’s Motivation
  1d6
  Motivation
  1
  Personal validation
  2
  Treasure 
  3
  Love or Offspring
  4
  Revenge
  5
  To protect holdings
  6
  Magical power or a prophecy
  
  EN World EN5idEr | Gifts of the Dragon
  Draconic Favor
  Any time a player would receive Inspiration for an 
  action related to appeasing dragons or confronting 
  them, you can instead grant the player draconic 
  favor. Players can expend their draconic favor to 
  invoke one of the following dragon magic boons, 
  or the GM can keep draconic favor a secret and ex-
  pend it for players to intervene on behalf of unseen 
  powers.
  Activate Dragonvein
  As an action, a character may expend their draconic 
  favor to activate a dragonvein. The character beck-
  ons to the dragonvein regardless of race or class, 
  and automatically succeeds on the ability check.
  Barbaric Shout
  As a bonus action, a character can expend draconic 
  favor to roar a draconic curse. The roar resounds 
  loudly out to 300 feet. The character casts one spell 
  from the following list: burning hands, expeditious 
  retreat, fog cloud, thunderwave, gust of wind, heat metal, 
  hold person, or shatter. The spellcasting ability for 
  this spell is the better of the character’s Constitu-
  tion or Charisma.
  Draconic Audience
  As an action, a character can touch a draken sigil 
  to psychically visit the dragon. The dragon and the 
  character view each other directly as per scrying. 
  Both the dragon and the character are aware of this 
  effect, neither get a saving throw against the effect, 
  and the duration is concentration up to 10 min-
  utes, as though it were a spell cast by the initiating 
  character. 
  Draconic Knowledge
  As an action, a character can absorb the arcane 
  knowledge recorded on a draconic obelisk. The 
  character permanently learns each spell on the obe-
  lisk, and can cast those spells if they had spell slots 
  of sufficient spell-level; otherwise, the creature can-
  not cast the spell, even as a ritual. The spellcasting 
  ability of these spells is their choice of Intelligence, 
  Wisdom, or Charisma.
  Dragonblooded Fortitude
  While exploring inhospitable terrain, a character 
  may expend their draconic favor to invoke dragon 
  magic to fill them with fortitude. The character 
  and up to four other creatures they can see become 
  adapted to your choice of cold climates or hot cli-
  mates. This effect lasts for 1d10 days.
  Piercing Energy
  As a bonus action, a creature can expend draconic 
  favor to pierce energy resistance. Choose a damage 
  type associated with a dragon’s breath weapon. For 
  the next 1 hour, the character’s attacks, spells, and 
  other effects ignores resistance to that damage type.
  Spirit of Resistance
  As a reaction, when a character takes damage from 
  a type associated with a dragon’s breath weapon, 
  they can expend draconic favor to gain resistance 
  to that damage type. This effect lasts for 1 hour. e
  (Variant) New Feat: Barbaric Shout
  You have a battlecry, a spell that you using only your 
  voice and will. You can use this feat to cast a battlecry 
  spell a total number of times equal to your proficien-
  cy bonus, and you regain all uses when you complete 
  a long rest. Your battlecries use only verbal compo-
  nents, and they emit a thunderous echo audible out 
  to 300 feet. Your battlecry spellcasting ability is Con-
  stitution or Charisma (your choice).
  When you take this feat for the first time, you learn 
  two 1st-level battlecry spells, choosing from the list 
  below. If you choose this feat again, you learn two 
  new spells, choosing from either 1st- or 2nd-level 
  options. You cannot cast your battlecries using spell 
  slots.
  •	 1st level: burning hands, expeditious retreat, fog 
  cloud, thunderwave
  •	 2nd level: gust of wind, heat metal, hold person, 
  shatter
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 192 - The Gifts of The Dragon.pdf