5e SRD >Spells >

Form of the Dragon

6th-level transmutation

Casting Time: 1 action

Range: self

Components: V, S, M (a scale of the dragon type you plan to assume)

Duration: concentration, up to 1 hour

Classes: sorcerer, wizard

You become a Medium chromatic or metallic dragon. This effect is similar to polymorph, but you retain your own hit points, ability scores, and saving throws, with a temporary +2 bonus to your Strength and Constitution as long as you remain in dragon form. You sprout wings that allow you to fly 60 feet and you gain darkvision 60 feet. While in dragon form, you gain Armor Class 17 (natural armor) and the following attack actions. You are proficient with your bite and claw attacks.

  • Multiattack. You can make three attacks, one with your bite and two with your claws.
  • Bite. Melee Weapon Attack: reach 5 ft., one target. Hit: 1d10 piercing damage, plus your Strength modifier, plus an additional 1d6 damage of the same type as your breath weapon.
  • Claw. Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 slashing damage, plus your Strength modifier.
  • Breath Weapon. You gain a breath weapon appropriate to your dragon type. You can use your breath weapon only once during the spell’s duration. It deals 27 (6d8) damage, with a Dexterity saving throw allowed for half damage.
  • Resistance. You gain resistance to your breath weapon energy damage type.
  • vulnerability. You might gain vulnerability to a damage type, as indicated below). Some of the dragon types grant additional abilities, as noted below.
Table: Shapeless and Primal Terror Druid Spells
Dragon Color Breath Weapon Area of Effect Damage Resistance Gained Special Movement Gained Damage Vulnerability Gained
Black 60-foot line of acid acid swim 60 feet
Blue 60-foot line of electricity electricity burrow 20 feet
Green 30-foot cone of acid acid swim 40 feet
Red 30-foot cone of fire fire cold
White 30-foot cone of cold cold swim 60 feet fire
Brass 60-foot line of fire fire burrow 30 feet cold
Bronze 60-foot line of electricity electricity swim 60 feet
Copper 60-foot line of acid acid spider climb (always active)
Gold 30-foot cone of fire fire swim 60 feet
Silver 30-foot cone of cold cold fire

1st-level necromancy

Casting Time: 1 reaction when you are hit by a bite attack

Range: self

Components: S, M (wolf pelt)

Duration: Up to 1 minute

Classes: druid, ranger

In the traditional belief that a wolf’s flesh is poisonous, you infect your own flesh. Any creature that damages you with a bite attack is poisoned.

Any creature that bites you must succeed on a Constitution save or be poisoned. If a creature of low Intelligence (2 or lower) fails its saving throw, it will not willingly bite the subject a second time; someone trying to direct the creature to bite the subject again must make a Wisdom (Animal Handling) check with a DC equal to your spell save. This check must be made every time he tries to make the creature bite. Creatures that are immune to poison or that lack the ability to taste are unaffected by this spell. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.

Note The material component for this spell includes a wolf’s pelt. The wolf’s pelt can be actually worn by the caster, but it must be taken from a canine (defined above) equal in Hit Dice to the caster’s level. Being a lycan in lupocephalus form also counts as “wearing” a wolf’s pelt.

Section 15: Copyright Notice
The Dragon’s Hoard #3 © 2021, Legendary Games; Lead Designer: Jason Nelson. Authors Matt Kimmel, Michael “solomani” Mifsud, Scott D. Young, Mark Hart, and Jeff Ibach.